Finish logic around placing pieces from the hand.
This commit is contained in:
@@ -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--)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user