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

@@ -3,256 +3,261 @@ using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector
namespace Shogi.Domain namespace Shogi.Domain
{ {
internal class StandardRules internal class StandardRules
{ {
private readonly BoardState boardState; private readonly BoardState boardState;
internal StandardRules(BoardState board) internal StandardRules(BoardState board)
{ {
boardState = board; boardState = board;
} }
/// <summary> /// <summary>
/// Move a piece from a board tile to another board tile ignorant of check or check-mate. /// Move a piece from a board tile to another board tile ignorant of check or check-mate.
/// </summary> /// </summary>
/// <param name="fromNotation">The position of the piece being moved expressed in board notation.</param> /// <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="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> /// <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> /// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false) internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false)
{ {
var from = Notation.FromBoardNotation(fromNotation); var from = Notation.FromBoardNotation(fromNotation);
var to = Notation.FromBoardNotation(toNotation); var to = Notation.FromBoardNotation(toNotation);
var fromPiece = boardState[from]; var fromPiece = boardState[from];
if (fromPiece == null) if (fromPiece == null)
{ {
return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move."); return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move.");
} }
if (fromPiece.Owner != boardState.WhoseTurn) if (fromPiece.Owner != boardState.WhoseTurn)
{ {
return new MoveResult(false, "Not allowed to move the opponents piece"); 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)) if (boardState.IsPathBlocked(path))
{ {
return new MoveResult(false, "Another piece obstructs the desired move."); return new MoveResult(false, "Another piece obstructs the desired move.");
} }
if (boardState[to] != null) if (boardState[to] != null)
{ {
boardState.Capture(to); boardState.Capture(to);
} }
if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from))) if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from)))
{ {
fromPiece.Promote(); fromPiece.Promote();
} }
boardState[to] = fromPiece; boardState[to] = fromPiece;
boardState[from] = null; boardState[from] = null;
boardState.PreviousMove = new Move(from, to); boardState.PreviousMove = new Move(from, to);
var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1; var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
boardState.WhoseTurn = otherPlayer; 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. /// Move a piece from the hand to the board ignorant if check or check-mate.
/// </summary> /// </summary>
/// <param name="pieceInHand"></param> /// <param name="pieceInHand"></param>
/// <param name="to">The target position expressed in board notation.</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> /// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
internal MoveResult Move(WhichPiece pieceInHand, string toNotation) internal MoveResult Move(WhichPiece pieceInHand, string toNotation)
{ {
var to = Notation.FromBoardNotation(toNotation); var to = Notation.FromBoardNotation(toNotation);
var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand); var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
if (index == -1) if (index == -1)
{ {
return new MoveResult(false, $"{pieceInHand} does not exist in the hand."); return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
} }
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)
{ {
case WhichPiece.Knight: case WhichPiece.Knight:
{ {
// Knight cannot be placed onto the farthest two ranks from the hand. // Knight cannot be placed onto the farthest two ranks from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6) if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y < 2)) || (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y < 2))
{ {
return new MoveResult(false, "Knight has no valid moves after placed."); return new MoveResult(false, "Knight has no valid moves after placed.");
} }
break; break;
} }
case WhichPiece.Lance: case WhichPiece.Lance:
case WhichPiece.Pawn: case WhichPiece.Pawn:
{ {
// Lance and Pawn cannot be placed onto the farthest rank from the hand. // Lance and Pawn cannot be placed onto the farthest rank from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8) if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y == 0)) || (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y == 0))
{ {
return new MoveResult(false, $"{pieceInHand} has no valid moves after placed."); return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
} }
break; break;
} }
} }
// 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);
} }
/// <summary> /// <summary>
/// Determines if the last move put the player who moved in check. /// Determines if the last move put the player who moved in check.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// 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()
{ {
var previousMovedPiece = boardState[boardState.PreviousMove.To]; if (boardState.PreviousMove.From == null)
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; // 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) internal bool IsOpposingKingThreatenedByPosition(Vector2 position)
{ {
var previousMovedPiece = boardState[position]; var previousMovedPiece = boardState[position];
if (previousMovedPiece == null) return false; if (previousMovedPiece == null) return false;
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition; var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition;
var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition); var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition);
var threatenedPiece = boardState.QueryFirstPieceInPath(path); var threatenedPiece = boardState.QueryFirstPieceInPath(path);
if (!path.Any() || threatenedPiece == null) return false; if (!path.Any() || threatenedPiece == null) return false;
return threatenedPiece.WhichPiece == WhichPiece.King; return threatenedPiece.WhichPiece == WhichPiece.King;
} }
internal bool IsOpponentInCheckMate() internal bool IsOpponentInCheckMate()
{ {
// Assume checkmate, then try to disprove. // Assume checkmate, then try to disprove.
if (!boardState.InCheck.HasValue) return false; if (!boardState.InCheck.HasValue) return false;
// Get all pieces from opponent who threaten the king in question. // Get all pieces from opponent who threaten the king in question.
var opponent = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1; var opponent = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var tilesOccupiedByOpponent = boardState.GetTilesOccupiedBy(opponent); var tilesOccupiedByOpponent = boardState.GetTilesOccupiedBy(opponent);
var kingPosition = boardState.WhoseTurn == WhichPlayer.Player1 var kingPosition = boardState.WhoseTurn == WhichPlayer.Player1
? boardState.Player1KingPosition ? boardState.Player1KingPosition
: boardState.Player2KingPosition; : boardState.Player2KingPosition;
var threats = tilesOccupiedByOpponent.Where(tile => PieceHasLineOfSight(tile, kingPosition)).ToList(); var threats = tilesOccupiedByOpponent.Where(tile => PieceHasLineOfSight(tile, kingPosition)).ToList();
if (threats.Count == 1) if (threats.Count == 1)
{ {
/* If there is exactly one threat it is possible to block the check. /* If there is exactly one threat it is possible to block the check.
* Foreach piece owned by whichPlayer * Foreach piece owned by whichPlayer
* if piece can intercept check, return false; * if piece can intercept check, return false;
*/ */
var threat = threats.Single(); var threat = threats.Single();
var pathFromThreatToKing = threat.Value.GetPathFromStartToEnd(threat.Key, kingPosition); var pathFromThreatToKing = threat.Value.GetPathFromStartToEnd(threat.Key, kingPosition);
var tilesThatCouldBlockTheThreat = boardState.GetTilesOccupiedBy(boardState.WhoseTurn); var tilesThatCouldBlockTheThreat = boardState.GetTilesOccupiedBy(boardState.WhoseTurn);
foreach (var threatBlockingPosition in pathFromThreatToKing) foreach (var threatBlockingPosition in pathFromThreatToKing)
{ {
var tilesThatDoBlockThreat = tilesThatCouldBlockTheThreat var tilesThatDoBlockThreat = tilesThatCouldBlockTheThreat
.Where(tile => PieceHasLineOfSight(tile, threatBlockingPosition)) .Where(tile => PieceHasLineOfSight(tile, threatBlockingPosition))
.ToList(); .ToList();
if (tilesThatDoBlockThreat.Any()) if (tilesThatDoBlockThreat.Any())
{ {
return false; // Cannot be check-mate if a piece can intercept the threat. return false; // Cannot be check-mate if a piece can intercept the threat.
} }
} }
} }
else else
{ {
/* /*
* If no ability to block the check, maybe the king can evade check by moving. * If no ability to block the check, maybe the king can evade check by moving.
*/ */
foreach (var maybeSafePosition in GetPossiblePositionsForKing(this.boardState.WhoseTurn)) foreach (var maybeSafePosition in GetPossiblePositionsForKing(this.boardState.WhoseTurn))
{ {
threats = tilesOccupiedByOpponent threats = tilesOccupiedByOpponent
.Where(tile => PieceHasLineOfSight(tile, maybeSafePosition)) .Where(tile => PieceHasLineOfSight(tile, maybeSafePosition))
.ToList(); .ToList();
if (!threats.Any()) if (!threats.Any())
{ {
return false; return false;
} }
} }
} }
return true; return true;
} }
private IList<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer) private IList<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
{ {
var kingPosition = whichPlayer == WhichPlayer.Player1 var kingPosition = whichPlayer == WhichPlayer.Player1
? boardState.Player1KingPosition ? boardState.Player1KingPosition
: boardState.Player2KingPosition; : boardState.Player2KingPosition;
return King.KingPaths return King.KingPaths
.Select(path => path.Direction + kingPosition) .Select(path => path.Direction + kingPosition)
.Where(newPosition => newPosition.IsInsideBoardBoundary()) .Where(newPosition => newPosition.IsInsideBoardBoundary())
// Where tile at position is empty, meaning the king could move there. // Where tile at position is empty, meaning the king could move there.
.Where(newPosition => boardState[newPosition] == null) .Where(newPosition => boardState[newPosition] == null)
.ToList(); .ToList();
} }
private bool PieceHasLineOfSight(BoardTile tile, Vector2 lineOfSightTarget) private bool PieceHasLineOfSight(BoardTile tile, Vector2 lineOfSightTarget)
{ {
var path = tile.Value.GetPathFromStartToEnd(tile.Key, lineOfSightTarget); var path = tile.Value.GetPathFromStartToEnd(tile.Key, lineOfSightTarget);
return path return path
.SkipLast(1) .SkipLast(1)
.All(position => boardState[Notation.ToBoardNotation(position)] == null); .All(position => boardState[Notation.ToBoardNotation(position)] == null);
} }
} }
} }

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@@ -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; }
} }

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@@ -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);
@@ -326,25 +328,21 @@ 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["I9"].Should().NotBeNull();
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"].Should().NotBeNull(); shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
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. // 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]
@@ -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);
} }