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, playerInCheck: null,
previousMove: new Move()); previousMove: new Move());
public delegate void ForEachDelegate(Piece element, Vector2 position);
/// <summary> /// <summary>
/// Key is position notation, such as "E4". /// Key is position notation, such as "E4".
/// </summary> /// </summary>

View File

@@ -76,7 +76,7 @@ namespace Shogi.Domain
} }
if (boardState[to] != null) if (boardState[to] != null)
{ {
return new MoveResult(false, $"Illegal move - attempting to capture while playing a piece from the hand."); return new MoveResult(false, "Illegal move - attempting to capture while playing a piece from the hand.");
} }
switch (pieceInHand) switch (pieceInHand)
@@ -107,7 +107,7 @@ namespace Shogi.Domain
// Mutate the board. // Mutate the board.
boardState[to] = boardState.ActivePlayerHand[index]; boardState[to] = boardState.ActivePlayerHand[index];
boardState.ActivePlayerHand.RemoveAt(index); boardState.ActivePlayerHand.RemoveAt(index);
//MoveHistory.Add(move); boardState.PreviousMove = new Move(pieceInHand, to);
return new MoveResult(true); return new MoveResult(true);
} }
@@ -118,18 +118,24 @@ namespace Shogi.Domain
/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance. /// 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. /// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
/// </remarks> /// </remarks>
internal bool IsPlayerInCheckAfterMove() 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 previousMovedPiece = boardState[boardState.PreviousMove.To]; var previousMovedPiece = boardState[boardState.PreviousMove.To];
if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {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; var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
var isCheck = false;
var isDiscoverCheck = false;
// Get line equation from king through the now-unoccupied location. // Get line equation from king through the now-unoccupied location.
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From); var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From.Value);
var slope = Math.Abs(direction.Y / direction.X); var slope = Math.Abs(direction.Y / direction.X);
var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From, Vector2.Normalize(direction)); var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From.Value, Vector2.Normalize(direction));
var threat = boardState.QueryFirstPieceInPath(path); var threat = boardState.QueryFirstPieceInPath(path);
if (threat == null || threat.Owner == previousMovedPiece.Owner) return false; 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 45°, look for a bishop along the line.
@@ -137,7 +143,7 @@ namespace Shogi.Domain
// if absolute slope is 0°, look for lance along the line. // if absolute slope is 0°, look for lance along the line.
if (float.IsInfinity(slope)) if (float.IsInfinity(slope))
{ {
isCheck = threat.WhichPiece switch isDiscoverCheck = threat.WhichPiece switch
{ {
WhichPiece.Lance => !threat.IsPromoted, WhichPiece.Lance => !threat.IsPromoted,
WhichPiece.Rook => true, WhichPiece.Rook => true,
@@ -146,7 +152,7 @@ namespace Shogi.Domain
} }
else if (slope == 1) else if (slope == 1)
{ {
isCheck = threat.WhichPiece switch isDiscoverCheck = threat.WhichPiece switch
{ {
WhichPiece.Bishop => true, WhichPiece.Bishop => true,
_ => false _ => false
@@ -154,14 +160,13 @@ namespace Shogi.Domain
} }
else if (slope == 0) else if (slope == 0)
{ {
isCheck = threat.WhichPiece switch isDiscoverCheck = threat.WhichPiece switch
{ {
WhichPiece.Rook => true, WhichPiece.Rook => true,
_ => false _ => false
}; };
} }
return isDiscoverCheck;
return isCheck;
} }
internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To); internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);

View File

@@ -3,6 +3,20 @@
/// <summary> /// <summary>
/// Represents a single piece being moved by a player from <paramref name="From"/> to <paramref name="To"/>. /// Represents a single piece being moved by a player from <paramref name="From"/> to <paramref name="To"/>.
/// </summary> /// </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."); throw new InvalidOperationException("Unable to move because you are still in check.");
} }
var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1; if (simulation.DidPlayerPutThemselfInCheck())
if (simulation.IsPlayerInCheckAfterMove())
{ {
throw new InvalidOperationException("Illegal move. This move places you in check."); 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); _ = rules.Move(from, to, isPromotion);
if (rules.IsOpponentInCheckAfterMove()) if (rules.IsOpponentInCheckAfterMove())
{ {
@@ -113,31 +115,36 @@ public sealed class ShogiBoard
throw new InvalidOperationException(moveResult.Reason); throw new InvalidOperationException(moveResult.Reason);
} }
var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1; // If already in check, assert the move that resulted in check no longer results in check.
if (BoardState.InCheck == BoardState.WhoseTurn) if (BoardState.InCheck == BoardState.WhoseTurn
&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
{ {
//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn)) throw new InvalidOperationException("Unable to drop piece becauase you are still in check.");
//{
// throw new InvalidOperationException("Illegal move. You're still in check!");
//}
} }
var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition; if (simulation.DidPlayerPutThemselfInCheck())
//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer)) {
//{ 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); var kingPosition = otherPlayer == WhichPlayer.Player1
//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer)) ? tempBoard.Player1KingPosition
//{ : tempBoard.Player2KingPosition;
// board.InCheck = otherPlayer;
// board.IsCheckmate = rules.EvaluateCheckmate();
//}
//else
//{
// board.InCheck = null;
//}
BoardState.WhoseTurn = otherPlayer; BoardState.WhoseTurn = otherPlayer;
} }
@@ -149,7 +156,7 @@ public sealed class ShogiBoard
{ {
var builder = new StringBuilder(); var builder = new StringBuilder();
builder.Append(" "); builder.Append(" ");
builder.Append("Player 2(.)"); builder.Append("Player 2");
builder.AppendLine(); builder.AppendLine();
for (var rank = 8; rank >= 0; rank--) for (var rank = 8; rank >= 0; rank--)
{ {

View File

@@ -1,5 +1,6 @@
using Shogi.Domain.ValueObjects; using Shogi.Domain.ValueObjects;
using System; using System;
using System.Linq;
namespace Shogi.Domain.UnitTests namespace Shogi.Domain.UnitTests
{ {
@@ -299,15 +300,16 @@ namespace Shogi.Domain.UnitTests
shogi.Move("A7", "A6", false); shogi.Move("A7", "A6", false);
// P1 drop Bishop, place P2 in check // P1 drop Bishop, place P2 in check
shogi.Move(WhichPiece.Bishop, "G7"); shogi.Move(WhichPiece.Bishop, "G7");
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2); shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["E5"].Should().BeNull(); shogi.BoardState["E5"].Should().BeNull();
// Act - P2 places a Bishop while in check. // Act - P2 places a Bishop while in check.
shogi.Move(WhichPiece.Bishop, "E5"); var act = () => shogi.Move(WhichPiece.Bishop, "E5");
// Assert // Assert
using var scope = new AssertionScope();
act.Should().Throw<InvalidOperationException>();
shogi.BoardState["E5"].Should().BeNull(); shogi.BoardState["E5"].Should().BeNull();
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2); shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
@@ -326,26 +328,22 @@ namespace Shogi.Domain.UnitTests
shogi.Move("B2", "H8", false); shogi.Move("B2", "H8", false);
// P2 Pawn // P2 Pawn
shogi.Move("G6", "G5", false); shogi.Move("G6", "G5", false);
using (new AssertionScope())
{
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull(); shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance); shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2); shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
}
// Act - P1 tries to place a piece where an opponent's piece resides. // 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 // Assert
using (new AssertionScope()) using var scope = new AssertionScope();
{ act.Should().Throw<InvalidOperationException>();
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull(); shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance); shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2); shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
} }
}
[Fact] [Fact]
public void Check() public void Check()
@@ -446,6 +444,7 @@ namespace Shogi.Domain.UnitTests
// Assert - checkmate // Assert - checkmate
console.WriteLine(shogi.ToStringStateAsAscii()); console.WriteLine(shogi.ToStringStateAsAscii());
console.WriteLine(string.Join(",", shogi.BoardState.Player1Hand.Select(p => p.WhichPiece.ToString())));
board.IsCheckmate.Should().BeTrue(); board.IsCheckmate.Should().BeTrue();
board.InCheck.Should().Be(WhichPlayer.Player2); board.InCheck.Should().Be(WhichPlayer.Player2);
} }