Finish logic around placing pieces from the hand.

This commit is contained in:
2023-02-03 18:22:05 -06:00
parent dbdaaf8b30
commit 6a600bf2f7
5 changed files with 289 additions and 265 deletions

View File

@@ -17,7 +17,6 @@ public class BoardState
playerInCheck: null,
previousMove: new Move());
public delegate void ForEachDelegate(Piece element, Vector2 position);
/// <summary>
/// Key is position notation, such as "E4".
/// </summary>

View File

@@ -3,256 +3,261 @@ using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector
namespace Shogi.Domain
{
internal class StandardRules
{
private readonly BoardState boardState;
internal class StandardRules
{
private readonly BoardState boardState;
internal StandardRules(BoardState board)
{
boardState = board;
}
internal StandardRules(BoardState board)
{
boardState = board;
}
/// <summary>
/// Move a piece from a board tile to another board tile ignorant of check or check-mate.
/// </summary>
/// <param name="fromNotation">The position of the piece being moved expressed in board notation.</param>
/// <param name="toNotation">The target position expressed in board notation.</param>
/// <param name="isPromotionRequested">True if a promotion is expected as a result of this move.</param>
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false)
{
var from = Notation.FromBoardNotation(fromNotation);
var to = Notation.FromBoardNotation(toNotation);
var fromPiece = boardState[from];
if (fromPiece == null)
{
return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move.");
}
/// <summary>
/// Move a piece from a board tile to another board tile ignorant of check or check-mate.
/// </summary>
/// <param name="fromNotation">The position of the piece being moved expressed in board notation.</param>
/// <param name="toNotation">The target position expressed in board notation.</param>
/// <param name="isPromotionRequested">True if a promotion is expected as a result of this move.</param>
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false)
{
var from = Notation.FromBoardNotation(fromNotation);
var to = Notation.FromBoardNotation(toNotation);
var fromPiece = boardState[from];
if (fromPiece == null)
{
return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move.");
}
if (fromPiece.Owner != boardState.WhoseTurn)
{
return new MoveResult(false, "Not allowed to move the opponents piece");
}
if (fromPiece.Owner != boardState.WhoseTurn)
{
return new MoveResult(false, "Not allowed to move the opponents piece");
}
var path = fromPiece.GetPathFromStartToEnd(from, to);
var path = fromPiece.GetPathFromStartToEnd(from, to);
if (boardState.IsPathBlocked(path))
{
return new MoveResult(false, "Another piece obstructs the desired move.");
}
if (boardState.IsPathBlocked(path))
{
return new MoveResult(false, "Another piece obstructs the desired move.");
}
if (boardState[to] != null)
{
boardState.Capture(to);
}
if (boardState[to] != null)
{
boardState.Capture(to);
}
if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from)))
{
fromPiece.Promote();
}
if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from)))
{
fromPiece.Promote();
}
boardState[to] = fromPiece;
boardState[from] = null;
boardState[to] = fromPiece;
boardState[from] = null;
boardState.PreviousMove = new Move(from, to);
var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
boardState.WhoseTurn = otherPlayer;
boardState.PreviousMove = new Move(from, to);
var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
boardState.WhoseTurn = otherPlayer;
return new MoveResult(true);
}
return new MoveResult(true);
}
/// Move a piece from the hand to the board ignorant if check or check-mate.
/// </summary>
/// <param name="pieceInHand"></param>
/// <param name="to">The target position expressed in board notation.</param>
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
internal MoveResult Move(WhichPiece pieceInHand, string toNotation)
{
var to = Notation.FromBoardNotation(toNotation);
var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
if (index == -1)
{
return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
}
if (boardState[to] != null)
{
return new MoveResult(false, $"Illegal move - attempting to capture while playing a piece from the hand.");
}
/// Move a piece from the hand to the board ignorant if check or check-mate.
/// </summary>
/// <param name="pieceInHand"></param>
/// <param name="to">The target position expressed in board notation.</param>
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
internal MoveResult Move(WhichPiece pieceInHand, string toNotation)
{
var to = Notation.FromBoardNotation(toNotation);
var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
if (index == -1)
{
return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
}
if (boardState[to] != null)
{
return new MoveResult(false, "Illegal move - attempting to capture while playing a piece from the hand.");
}
switch (pieceInHand)
{
case WhichPiece.Knight:
{
// Knight cannot be placed onto the farthest two ranks from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y < 2))
{
return new MoveResult(false, "Knight has no valid moves after placed.");
}
break;
}
case WhichPiece.Lance:
case WhichPiece.Pawn:
{
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y == 0))
{
return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
}
break;
}
}
switch (pieceInHand)
{
case WhichPiece.Knight:
{
// Knight cannot be placed onto the farthest two ranks from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y < 2))
{
return new MoveResult(false, "Knight has no valid moves after placed.");
}
break;
}
case WhichPiece.Lance:
case WhichPiece.Pawn:
{
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y == 0))
{
return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
}
break;
}
}
// Mutate the board.
boardState[to] = boardState.ActivePlayerHand[index];
boardState.ActivePlayerHand.RemoveAt(index);
//MoveHistory.Add(move);
return new MoveResult(true);
}
// Mutate the board.
boardState[to] = boardState.ActivePlayerHand[index];
boardState.ActivePlayerHand.RemoveAt(index);
boardState.PreviousMove = new Move(pieceInHand, to);
return new MoveResult(true);
}
/// <summary>
/// Determines if the last move put the player who moved in check.
/// </summary>
/// <remarks>
/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance.
/// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
/// </remarks>
internal bool IsPlayerInCheckAfterMove()
{
var previousMovedPiece = boardState[boardState.PreviousMove.To];
if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMove.To}.");
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
/// <summary>
/// Determines if the last move put the player who moved in check.
/// </summary>
/// <remarks>
/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance.
/// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
/// </remarks>
internal bool DidPlayerPutThemselfInCheck()
{
if (boardState.PreviousMove.From == null)
{
// You can't place yourself in check by placing a piece from your hand.
return false;
}
var isCheck = false;
var previousMovedPiece = boardState[boardState.PreviousMove.To];
if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMove.To}.");
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
// Get line equation from king through the now-unoccupied location.
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From);
var slope = Math.Abs(direction.Y / direction.X);
var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From, Vector2.Normalize(direction));
var threat = boardState.QueryFirstPieceInPath(path);
if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
// If absolute slope is 45°, look for a bishop along the line.
// If absolute slope is 0° or 90°, look for a rook along the line.
// if absolute slope is 0°, look for lance along the line.
if (float.IsInfinity(slope))
{
isCheck = threat.WhichPiece switch
{
WhichPiece.Lance => !threat.IsPromoted,
WhichPiece.Rook => true,
_ => false
};
}
else if (slope == 1)
{
isCheck = threat.WhichPiece switch
{
WhichPiece.Bishop => true,
_ => false
};
}
else if (slope == 0)
{
isCheck = threat.WhichPiece switch
{
WhichPiece.Rook => true,
_ => false
};
}
return isCheck;
}
var isDiscoverCheck = false;
// Get line equation from king through the now-unoccupied location.
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From.Value);
var slope = Math.Abs(direction.Y / direction.X);
var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From.Value, Vector2.Normalize(direction));
var threat = boardState.QueryFirstPieceInPath(path);
if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
// If absolute slope is 45°, look for a bishop along the line.
// If absolute slope is 0° or 90°, look for a rook along the line.
// if absolute slope is 0°, look for lance along the line.
if (float.IsInfinity(slope))
{
isDiscoverCheck = threat.WhichPiece switch
{
WhichPiece.Lance => !threat.IsPromoted,
WhichPiece.Rook => true,
_ => false
};
}
else if (slope == 1)
{
isDiscoverCheck = threat.WhichPiece switch
{
WhichPiece.Bishop => true,
_ => false
};
}
else if (slope == 0)
{
isDiscoverCheck = threat.WhichPiece switch
{
WhichPiece.Rook => true,
_ => false
};
}
return isDiscoverCheck;
}
internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);
internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);
internal bool IsOpposingKingThreatenedByPosition(Vector2 position)
{
var previousMovedPiece = boardState[position];
if (previousMovedPiece == null) return false;
internal bool IsOpposingKingThreatenedByPosition(Vector2 position)
{
var previousMovedPiece = boardState[position];
if (previousMovedPiece == null) return false;
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition;
var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition);
var threatenedPiece = boardState.QueryFirstPieceInPath(path);
if (!path.Any() || threatenedPiece == null) return false;
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition;
var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition);
var threatenedPiece = boardState.QueryFirstPieceInPath(path);
if (!path.Any() || threatenedPiece == null) return false;
return threatenedPiece.WhichPiece == WhichPiece.King;
}
return threatenedPiece.WhichPiece == WhichPiece.King;
}
internal bool IsOpponentInCheckMate()
{
// Assume checkmate, then try to disprove.
if (!boardState.InCheck.HasValue) return false;
// Get all pieces from opponent who threaten the king in question.
var opponent = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var tilesOccupiedByOpponent = boardState.GetTilesOccupiedBy(opponent);
var kingPosition = boardState.WhoseTurn == WhichPlayer.Player1
? boardState.Player1KingPosition
: boardState.Player2KingPosition;
var threats = tilesOccupiedByOpponent.Where(tile => PieceHasLineOfSight(tile, kingPosition)).ToList();
if (threats.Count == 1)
{
/* If there is exactly one threat it is possible to block the check.
* Foreach piece owned by whichPlayer
* if piece can intercept check, return false;
*/
var threat = threats.Single();
var pathFromThreatToKing = threat.Value.GetPathFromStartToEnd(threat.Key, kingPosition);
var tilesThatCouldBlockTheThreat = boardState.GetTilesOccupiedBy(boardState.WhoseTurn);
foreach (var threatBlockingPosition in pathFromThreatToKing)
{
var tilesThatDoBlockThreat = tilesThatCouldBlockTheThreat
.Where(tile => PieceHasLineOfSight(tile, threatBlockingPosition))
.ToList();
internal bool IsOpponentInCheckMate()
{
// Assume checkmate, then try to disprove.
if (!boardState.InCheck.HasValue) return false;
// Get all pieces from opponent who threaten the king in question.
var opponent = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var tilesOccupiedByOpponent = boardState.GetTilesOccupiedBy(opponent);
var kingPosition = boardState.WhoseTurn == WhichPlayer.Player1
? boardState.Player1KingPosition
: boardState.Player2KingPosition;
var threats = tilesOccupiedByOpponent.Where(tile => PieceHasLineOfSight(tile, kingPosition)).ToList();
if (threats.Count == 1)
{
/* If there is exactly one threat it is possible to block the check.
* Foreach piece owned by whichPlayer
* if piece can intercept check, return false;
*/
var threat = threats.Single();
var pathFromThreatToKing = threat.Value.GetPathFromStartToEnd(threat.Key, kingPosition);
var tilesThatCouldBlockTheThreat = boardState.GetTilesOccupiedBy(boardState.WhoseTurn);
foreach (var threatBlockingPosition in pathFromThreatToKing)
{
var tilesThatDoBlockThreat = tilesThatCouldBlockTheThreat
.Where(tile => PieceHasLineOfSight(tile, threatBlockingPosition))
.ToList();
if (tilesThatDoBlockThreat.Any())
{
return false; // Cannot be check-mate if a piece can intercept the threat.
}
}
}
else
{
/*
* If no ability to block the check, maybe the king can evade check by moving.
*/
if (tilesThatDoBlockThreat.Any())
{
return false; // Cannot be check-mate if a piece can intercept the threat.
}
}
}
else
{
/*
* If no ability to block the check, maybe the king can evade check by moving.
*/
foreach (var maybeSafePosition in GetPossiblePositionsForKing(this.boardState.WhoseTurn))
{
threats = tilesOccupiedByOpponent
.Where(tile => PieceHasLineOfSight(tile, maybeSafePosition))
.ToList();
if (!threats.Any())
{
return false;
}
}
foreach (var maybeSafePosition in GetPossiblePositionsForKing(this.boardState.WhoseTurn))
{
threats = tilesOccupiedByOpponent
.Where(tile => PieceHasLineOfSight(tile, maybeSafePosition))
.ToList();
if (!threats.Any())
{
return false;
}
}
}
}
return true;
}
return true;
}
private IList<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
{
var kingPosition = whichPlayer == WhichPlayer.Player1
? boardState.Player1KingPosition
: boardState.Player2KingPosition;
private IList<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
{
var kingPosition = whichPlayer == WhichPlayer.Player1
? boardState.Player1KingPosition
: boardState.Player2KingPosition;
return King.KingPaths
.Select(path => path.Direction + kingPosition)
.Where(newPosition => newPosition.IsInsideBoardBoundary())
// Where tile at position is empty, meaning the king could move there.
.Where(newPosition => boardState[newPosition] == null)
.ToList();
}
return King.KingPaths
.Select(path => path.Direction + kingPosition)
.Where(newPosition => newPosition.IsInsideBoardBoundary())
// Where tile at position is empty, meaning the king could move there.
.Where(newPosition => boardState[newPosition] == null)
.ToList();
}
private bool PieceHasLineOfSight(BoardTile tile, Vector2 lineOfSightTarget)
{
var path = tile.Value.GetPathFromStartToEnd(tile.Key, lineOfSightTarget);
return path
.SkipLast(1)
.All(position => boardState[Notation.ToBoardNotation(position)] == null);
}
}
private bool PieceHasLineOfSight(BoardTile tile, Vector2 lineOfSightTarget)
{
var path = tile.Value.GetPathFromStartToEnd(tile.Key, lineOfSightTarget);
return path
.SkipLast(1)
.All(position => boardState[Notation.ToBoardNotation(position)] == null);
}
}
}

View File

@@ -3,6 +3,20 @@
/// <summary>
/// Represents a single piece being moved by a player from <paramref name="From"/> to <paramref name="To"/>.
/// </summary>
public record struct Move(Vector2 From, Vector2 To)
public readonly record struct Move
{
public Move(Vector2 from, Vector2 to)
{
From = from;
To = to;
}
public Move(WhichPiece pieceFromHand, Vector2 to)
{
PieceFromHand = pieceFromHand;
To = to;
}
public Vector2? From { get; }
public Vector2 To { get; }
public WhichPiece PieceFromHand { get; }
}

View File

@@ -44,12 +44,14 @@ public sealed class ShogiBoard
throw new InvalidOperationException("Unable to move because you are still in check.");
}
var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
if (simulation.IsPlayerInCheckAfterMove())
if (simulation.DidPlayerPutThemselfInCheck())
{
throw new InvalidOperationException("Illegal move. This move places you in check.");
}
var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1
? WhichPlayer.Player2
: WhichPlayer.Player1;
_ = rules.Move(from, to, isPromotion);
if (rules.IsOpponentInCheckAfterMove())
{
@@ -113,31 +115,36 @@ public sealed class ShogiBoard
throw new InvalidOperationException(moveResult.Reason);
}
var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
if (BoardState.InCheck == BoardState.WhoseTurn)
// If already in check, assert the move that resulted in check no longer results in check.
if (BoardState.InCheck == BoardState.WhoseTurn
&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
{
//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn))
//{
// throw new InvalidOperationException("Illegal move. You're still in check!");
//}
throw new InvalidOperationException("Unable to drop piece becauase you are still in check.");
}
var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition;
//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer))
//{
if (simulation.DidPlayerPutThemselfInCheck())
{
throw new InvalidOperationException("Illegal move. This move places you in check.");
}
//}
// Update the non-simulation board.
var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1
? WhichPlayer.Player2
: WhichPlayer.Player1;
_ = rules.Move(pieceInHand, to);
if (rules.IsOpponentInCheckAfterMove())
{
BoardState.InCheck = otherPlayer;
// A pawn, placed from the hand, cannot be the cause of checkmate.
if (rules.IsOpponentInCheckMate() && pieceInHand != WhichPiece.Pawn)
{
BoardState.IsCheckmate = true;
}
}
//rules.Move(from, to, isPromotion);
//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
//{
// board.InCheck = otherPlayer;
// board.IsCheckmate = rules.EvaluateCheckmate();
//}
//else
//{
// board.InCheck = null;
//}
var kingPosition = otherPlayer == WhichPlayer.Player1
? tempBoard.Player1KingPosition
: tempBoard.Player2KingPosition;
BoardState.WhoseTurn = otherPlayer;
}
@@ -149,7 +156,7 @@ public sealed class ShogiBoard
{
var builder = new StringBuilder();
builder.Append(" ");
builder.Append("Player 2(.)");
builder.Append("Player 2");
builder.AppendLine();
for (var rank = 8; rank >= 0; rank--)
{

View File

@@ -1,5 +1,6 @@
using Shogi.Domain.ValueObjects;
using System;
using System.Linq;
namespace Shogi.Domain.UnitTests
{
@@ -299,15 +300,16 @@ namespace Shogi.Domain.UnitTests
shogi.Move("A7", "A6", false);
// P1 drop Bishop, place P2 in check
shogi.Move(WhichPiece.Bishop, "G7");
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["E5"].Should().BeNull();
// Act - P2 places a Bishop while in check.
shogi.Move(WhichPiece.Bishop, "E5");
var act = () => shogi.Move(WhichPiece.Bishop, "E5");
// Assert
using var scope = new AssertionScope();
act.Should().Throw<InvalidOperationException>();
shogi.BoardState["E5"].Should().BeNull();
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
@@ -326,25 +328,21 @@ namespace Shogi.Domain.UnitTests
shogi.Move("B2", "H8", false);
// P2 Pawn
shogi.Move("G6", "G5", false);
using (new AssertionScope())
{
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
}
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
// Act - P1 tries to place a piece where an opponent's piece resides.
shogi.Move(WhichPiece.Bishop, "I9");
var act = () => shogi.Move(WhichPiece.Bishop, "I9");
// Assert
using (new AssertionScope())
{
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
}
using var scope = new AssertionScope();
act.Should().Throw<InvalidOperationException>();
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
}
[Fact]
@@ -446,6 +444,7 @@ namespace Shogi.Domain.UnitTests
// Assert - checkmate
console.WriteLine(shogi.ToStringStateAsAscii());
console.WriteLine(string.Join(",", shogi.BoardState.Player1Hand.Select(p => p.WhichPiece.ToString())));
board.IsCheckmate.Should().BeTrue();
board.InCheck.Should().Be(WhichPlayer.Player2);
}