Finish logic around placing pieces from the hand.
This commit is contained in:
@@ -17,7 +17,6 @@ public class BoardState
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playerInCheck: null,
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playerInCheck: null,
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previousMove: new Move());
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previousMove: new Move());
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public delegate void ForEachDelegate(Piece element, Vector2 position);
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/// <summary>
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/// <summary>
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/// Key is position notation, such as "E4".
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/// Key is position notation, such as "E4".
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/// </summary>
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/// </summary>
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@@ -76,7 +76,7 @@ namespace Shogi.Domain
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}
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}
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if (boardState[to] != null)
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if (boardState[to] != null)
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{
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{
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return new MoveResult(false, $"Illegal move - attempting to capture while playing a piece from the hand.");
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return new MoveResult(false, "Illegal move - attempting to capture while playing a piece from the hand.");
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}
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}
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switch (pieceInHand)
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switch (pieceInHand)
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@@ -107,7 +107,7 @@ namespace Shogi.Domain
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// Mutate the board.
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// Mutate the board.
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boardState[to] = boardState.ActivePlayerHand[index];
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boardState[to] = boardState.ActivePlayerHand[index];
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boardState.ActivePlayerHand.RemoveAt(index);
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boardState.ActivePlayerHand.RemoveAt(index);
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//MoveHistory.Add(move);
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boardState.PreviousMove = new Move(pieceInHand, to);
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return new MoveResult(true);
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return new MoveResult(true);
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}
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}
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@@ -118,18 +118,24 @@ namespace Shogi.Domain
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/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance.
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/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance.
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/// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
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/// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
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/// </remarks>
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/// </remarks>
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internal bool IsPlayerInCheckAfterMove()
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internal bool DidPlayerPutThemselfInCheck()
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{
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{
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if (boardState.PreviousMove.From == null)
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{
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// You can't place yourself in check by placing a piece from your hand.
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return false;
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}
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var previousMovedPiece = boardState[boardState.PreviousMove.To];
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var previousMovedPiece = boardState[boardState.PreviousMove.To];
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if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMove.To}.");
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if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMove.To}.");
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var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
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var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
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var isCheck = false;
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var isDiscoverCheck = false;
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// Get line equation from king through the now-unoccupied location.
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// Get line equation from king through the now-unoccupied location.
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var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From);
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var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From.Value);
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var slope = Math.Abs(direction.Y / direction.X);
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var slope = Math.Abs(direction.Y / direction.X);
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var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From, Vector2.Normalize(direction));
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var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From.Value, Vector2.Normalize(direction));
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var threat = boardState.QueryFirstPieceInPath(path);
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var threat = boardState.QueryFirstPieceInPath(path);
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if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
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if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
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// If absolute slope is 45°, look for a bishop along the line.
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// If absolute slope is 45°, look for a bishop along the line.
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@@ -137,7 +143,7 @@ namespace Shogi.Domain
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// if absolute slope is 0°, look for lance along the line.
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// if absolute slope is 0°, look for lance along the line.
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if (float.IsInfinity(slope))
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if (float.IsInfinity(slope))
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{
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{
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isCheck = threat.WhichPiece switch
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isDiscoverCheck = threat.WhichPiece switch
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{
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{
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WhichPiece.Lance => !threat.IsPromoted,
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WhichPiece.Lance => !threat.IsPromoted,
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WhichPiece.Rook => true,
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WhichPiece.Rook => true,
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@@ -146,7 +152,7 @@ namespace Shogi.Domain
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}
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}
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else if (slope == 1)
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else if (slope == 1)
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{
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{
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isCheck = threat.WhichPiece switch
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isDiscoverCheck = threat.WhichPiece switch
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{
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{
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WhichPiece.Bishop => true,
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WhichPiece.Bishop => true,
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_ => false
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_ => false
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@@ -154,14 +160,13 @@ namespace Shogi.Domain
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}
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}
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else if (slope == 0)
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else if (slope == 0)
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{
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{
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isCheck = threat.WhichPiece switch
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isDiscoverCheck = threat.WhichPiece switch
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{
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{
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WhichPiece.Rook => true,
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WhichPiece.Rook => true,
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_ => false
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_ => false
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};
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};
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}
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}
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return isDiscoverCheck;
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return isCheck;
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}
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}
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internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);
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internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);
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@@ -3,6 +3,20 @@
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/// <summary>
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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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/// 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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/// </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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{
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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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}
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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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throw new InvalidOperationException("Unable to move because you are still in check.");
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}
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}
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var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (simulation.DidPlayerPutThemselfInCheck())
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if (simulation.IsPlayerInCheckAfterMove())
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{
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{
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throw new InvalidOperationException("Illegal move. This move places you in check.");
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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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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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_ = rules.Move(from, to, isPromotion);
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if (rules.IsOpponentInCheckAfterMove())
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if (rules.IsOpponentInCheckAfterMove())
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{
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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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throw new InvalidOperationException(moveResult.Reason);
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}
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}
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var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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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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if (BoardState.InCheck == BoardState.WhoseTurn
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&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
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{
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{
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//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn))
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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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// throw new InvalidOperationException("Illegal move. You're still in check!");
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//}
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}
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}
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var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition;
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if (simulation.DidPlayerPutThemselfInCheck())
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//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer))
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{
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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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var kingPosition = otherPlayer == WhichPlayer.Player1
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//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
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? tempBoard.Player1KingPosition
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//{
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: tempBoard.Player2KingPosition;
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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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BoardState.WhoseTurn = otherPlayer;
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BoardState.WhoseTurn = otherPlayer;
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}
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}
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@@ -149,7 +156,7 @@ public sealed class ShogiBoard
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{
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{
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var builder = new StringBuilder();
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var builder = new StringBuilder();
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builder.Append(" ");
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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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builder.AppendLine();
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for (var rank = 8; rank >= 0; rank--)
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for (var rank = 8; rank >= 0; rank--)
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{
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{
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@@ -1,5 +1,6 @@
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using Shogi.Domain.ValueObjects;
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using Shogi.Domain.ValueObjects;
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using System;
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using System;
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using System.Linq;
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namespace Shogi.Domain.UnitTests
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namespace Shogi.Domain.UnitTests
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{
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{
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@@ -299,15 +300,16 @@ namespace Shogi.Domain.UnitTests
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shogi.Move("A7", "A6", false);
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shogi.Move("A7", "A6", false);
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// P1 drop Bishop, place P2 in check
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// P1 drop Bishop, place P2 in check
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shogi.Move(WhichPiece.Bishop, "G7");
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shogi.Move(WhichPiece.Bishop, "G7");
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shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
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shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
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shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.BoardState["E5"].Should().BeNull();
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shogi.BoardState["E5"].Should().BeNull();
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// Act - P2 places a Bishop while in check.
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// Act - P2 places a Bishop while in check.
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shogi.Move(WhichPiece.Bishop, "E5");
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var act = () => shogi.Move(WhichPiece.Bishop, "E5");
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// Assert
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// Assert
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using var scope = new AssertionScope();
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act.Should().Throw<InvalidOperationException>();
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shogi.BoardState["E5"].Should().BeNull();
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shogi.BoardState["E5"].Should().BeNull();
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shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
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shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
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shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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@@ -326,26 +328,22 @@ namespace Shogi.Domain.UnitTests
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shogi.Move("B2", "H8", false);
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shogi.Move("B2", "H8", false);
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// P2 Pawn
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// P2 Pawn
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shogi.Move("G6", "G5", false);
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shogi.Move("G6", "G5", false);
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using (new AssertionScope())
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{
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shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.BoardState["I9"].Should().NotBeNull();
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shogi.BoardState["I9"].Should().NotBeNull();
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shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
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shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
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shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
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shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
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}
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// Act - P1 tries to place a piece where an opponent's piece resides.
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// Act - P1 tries to place a piece where an opponent's piece resides.
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shogi.Move(WhichPiece.Bishop, "I9");
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var act = () => shogi.Move(WhichPiece.Bishop, "I9");
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// Assert
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// Assert
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using (new AssertionScope())
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using var scope = new AssertionScope();
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{
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act.Should().Throw<InvalidOperationException>();
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shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.BoardState["I9"].Should().NotBeNull();
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shogi.BoardState["I9"].Should().NotBeNull();
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shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
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shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
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shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
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shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
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}
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}
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}
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[Fact]
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[Fact]
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public void Check()
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public void Check()
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@@ -446,6 +444,7 @@ namespace Shogi.Domain.UnitTests
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// Assert - checkmate
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// Assert - checkmate
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console.WriteLine(shogi.ToStringStateAsAscii());
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console.WriteLine(shogi.ToStringStateAsAscii());
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console.WriteLine(string.Join(",", shogi.BoardState.Player1Hand.Select(p => p.WhichPiece.ToString())));
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board.IsCheckmate.Should().BeTrue();
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board.IsCheckmate.Should().BeTrue();
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board.InCheck.Should().Be(WhichPlayer.Player2);
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board.InCheck.Should().Be(WhichPlayer.Player2);
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}
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}
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Reference in New Issue
Block a user