Finish logic around placing pieces from the hand.
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@@ -3,6 +3,20 @@
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/// <summary>
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/// Represents a single piece being moved by a player from <paramref name="From"/> to <paramref name="To"/>.
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/// </summary>
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public record struct Move(Vector2 From, Vector2 To)
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public readonly record struct Move
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{
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public Move(Vector2 from, Vector2 to)
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{
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From = from;
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To = to;
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}
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public Move(WhichPiece pieceFromHand, Vector2 to)
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{
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PieceFromHand = pieceFromHand;
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To = to;
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}
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public Vector2? From { get; }
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public Vector2 To { get; }
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public WhichPiece PieceFromHand { get; }
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}
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@@ -44,12 +44,14 @@ public sealed class ShogiBoard
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throw new InvalidOperationException("Unable to move because you are still in check.");
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}
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var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (simulation.IsPlayerInCheckAfterMove())
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if (simulation.DidPlayerPutThemselfInCheck())
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{
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throw new InvalidOperationException("Illegal move. This move places you in check.");
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}
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var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1
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? WhichPlayer.Player2
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: WhichPlayer.Player1;
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_ = rules.Move(from, to, isPromotion);
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if (rules.IsOpponentInCheckAfterMove())
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{
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@@ -113,31 +115,36 @@ public sealed class ShogiBoard
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throw new InvalidOperationException(moveResult.Reason);
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}
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var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (BoardState.InCheck == BoardState.WhoseTurn)
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// If already in check, assert the move that resulted in check no longer results in check.
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if (BoardState.InCheck == BoardState.WhoseTurn
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&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
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{
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//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn))
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//{
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// throw new InvalidOperationException("Illegal move. You're still in check!");
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//}
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throw new InvalidOperationException("Unable to drop piece becauase you are still in check.");
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}
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var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition;
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//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer))
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//{
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if (simulation.DidPlayerPutThemselfInCheck())
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{
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throw new InvalidOperationException("Illegal move. This move places you in check.");
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}
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//}
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// Update the non-simulation board.
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var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1
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? WhichPlayer.Player2
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: WhichPlayer.Player1;
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_ = rules.Move(pieceInHand, to);
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if (rules.IsOpponentInCheckAfterMove())
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{
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BoardState.InCheck = otherPlayer;
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// A pawn, placed from the hand, cannot be the cause of checkmate.
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if (rules.IsOpponentInCheckMate() && pieceInHand != WhichPiece.Pawn)
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{
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BoardState.IsCheckmate = true;
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}
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}
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//rules.Move(from, to, isPromotion);
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//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
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//{
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// board.InCheck = otherPlayer;
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// board.IsCheckmate = rules.EvaluateCheckmate();
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//}
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//else
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//{
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// board.InCheck = null;
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//}
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var kingPosition = otherPlayer == WhichPlayer.Player1
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? tempBoard.Player1KingPosition
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: tempBoard.Player2KingPosition;
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BoardState.WhoseTurn = otherPlayer;
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}
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@@ -149,7 +156,7 @@ public sealed class ShogiBoard
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{
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var builder = new StringBuilder();
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builder.Append(" ");
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builder.Append("Player 2(.)");
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builder.Append("Player 2");
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builder.AppendLine();
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for (var rank = 8; rank >= 0; rank--)
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{
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