Switch to Vector2
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@@ -12,7 +12,7 @@ namespace Gameboard.ShogiUI.BoardState
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/// </summary>
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public class ShogiBoard
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{
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private delegate void MoveSetCallback(Piece piece, BoardVector position);
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private delegate void MoveSetCallback(Piece piece, Vector2 position);
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private ShogiBoard validationBoard;
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private Vector2 player1King;
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private Vector2 player2King;
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@@ -35,59 +35,31 @@ namespace Gameboard.ShogiUI.BoardState
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player1King = new Vector2(4, 0);
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player2King = new Vector2(4, 8);
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}
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public ShogiBoard(IList<Move> moves) : this()
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{
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for (var i = 0; i < moves.Count; i++)
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{
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if (!TryMove(moves[i]))
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{
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throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
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}
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}
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}
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public bool Move(Move move)
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{
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var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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var moveSuccess = TryMove(move);
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if (!moveSuccess) return false;
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// Evaluate check
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InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
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if (InCheck.HasValue)
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{
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//IsCheckmate = EvaluateCheckmate();
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}
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return true;
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}
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/// <summary>
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/// Attempts a given move. Returns false if the move is illegal.
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/// </summary>
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//public bool TryMove2(Move move)
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//{
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// // Try making the move in a "throw away" board.
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// if (validationBoard == null)
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// {
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// validationBoard = new ShogiBoard(MoveHistory);
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// }
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// var isValid = move.PieceFromCaptured.HasValue
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// ? validationBoard.PlaceFromHand(move)
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// : validationBoard.PlaceFromBoard(move);
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// if (!isValid)
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// {
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// // Invalidate the "throw away" board.
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// validationBoard = null;
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// return false;
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// }
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// // Assert that this move does not put the moving player in check.
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// if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
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// var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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// // The move is valid and legal; update board state.
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// if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
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// else PlaceFromBoard(move);
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// // Evaluate check
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// InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
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// if (InCheck.HasValue)
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// {
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// //IsCheckmate = EvaluateCheckmate();
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// }
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// return true;
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//}
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public bool TryMove(Move move, bool shouldEvaluateCheck = true)
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private bool TryMove(Move move)
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{
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// Try making the move in a "throw away" board.
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if (validationBoard == null)
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{
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validationBoard = new ShogiBoard(MoveHistory);
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validationBoard = ConstructWithMoves(MoveHistory);
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}
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var isValid = move.PieceFromCaptured.HasValue
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? validationBoard.PlaceFromHand(move)
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@@ -101,24 +73,11 @@ namespace Gameboard.ShogiUI.BoardState
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// Assert that this move does not put the moving player in check.
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if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
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var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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// The move is valid and legal; update board state.
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if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
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else PlaceFromBoard(move);
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// Evaluate check
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if (shouldEvaluateCheck)
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{
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InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
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if (InCheck.HasValue)
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{
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IsCheckmate = EvaluateCheckmate();
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}
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}
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return true;
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}
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private bool EvaluateCheckmate()
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{
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if (!InCheck.HasValue) return false;
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@@ -129,10 +88,10 @@ namespace Gameboard.ShogiUI.BoardState
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{
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if (!isCheckmate) return; // Short circuit
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var from = new BoardVector(x, y);
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var from = new Vector2(x, y);
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if (piece.Owner == InCheck) // Owned by the player in check...
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{
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var positionsToCheck = new List<BoardVector>(10);
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var positionsToCheck = new List<Vector2>(10);
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IterateMoveSet(from, (innerPiece, position) =>
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{
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if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
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@@ -141,7 +100,8 @@ namespace Gameboard.ShogiUI.BoardState
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// And evaluate if any move gets the player out of check.
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foreach (var position in positionsToCheck)
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{
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var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position }, false);
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if (validationBoard == null) validationBoard = ConstructWithMoves(MoveHistory);
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var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position });
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if (moveSuccess)
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{
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isCheckmate &= validationBoard.EvaluateCheck(InCheck.Value);
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@@ -277,8 +237,7 @@ namespace Gameboard.ShogiUI.BoardState
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// ...that belongs to the opponent within range...
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if (piece.Owner != whichPlayer && (piece.IsRanged || Vector2.Distance(kingPosition, v) < 3))
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{
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Console.WriteLine($"Evaluating {piece.WhichPiece}");
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IterateMoveSet(new BoardVector(x, y), (threatenedPiece, position) =>
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IterateMoveSet(new Vector2(x, y), (threatenedPiece, position) =>
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{
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// ...and threatens the player's king.
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inCheck |=
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@@ -289,8 +248,7 @@ namespace Gameboard.ShogiUI.BoardState
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});
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return inCheck;
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}
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private bool ValidateMoveAgainstMoveSet(BoardVector from, BoardVector to)
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private bool ValidateMoveAgainstMoveSet(Vector2 from, Vector2 to)
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{
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var isValid = false;
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IterateMoveSet(from, (piece, position) =>
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@@ -306,7 +264,7 @@ namespace Gameboard.ShogiUI.BoardState
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/// <summary>
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/// Iterate through the possible moves of a piece at a given position.
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/// </summary>
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private void IterateMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateMoveSet(Vector2 from, MoveSetCallback callback)
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{
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// TODO: Make these are of the move To, so only possible moves towards the move To are iterated.
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// Maybe separate functions? Sometimes I need to iterate the whole move-set, sometimes I need to iterate only the move-set towards the move To.
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@@ -339,7 +297,7 @@ namespace Gameboard.ShogiUI.BoardState
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break;
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}
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}
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private void IterateKingMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateKingMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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var direction = new Direction(piece.Owner);
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@@ -352,7 +310,7 @@ namespace Gameboard.ShogiUI.BoardState
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BoardStep(from, direction.Left, callback);
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BoardStep(from, direction.Right, callback);
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}
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private void IterateGoldenGeneralMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateGoldenGeneralMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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var direction = new Direction(piece.Owner);
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@@ -363,7 +321,7 @@ namespace Gameboard.ShogiUI.BoardState
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BoardStep(from, direction.Left, callback);
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BoardStep(from, direction.Right, callback);
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}
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private void IterateSilverGeneralMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateSilverGeneralMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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var direction = new Direction(piece.Owner);
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@@ -380,7 +338,7 @@ namespace Gameboard.ShogiUI.BoardState
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BoardStep(from, direction.DownRight, callback);
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}
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}
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private void IterateBishopMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateBishopMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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var direction = new Direction(piece.Owner);
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@@ -396,7 +354,7 @@ namespace Gameboard.ShogiUI.BoardState
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BoardStep(from, direction.Down, callback);
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}
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}
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private void IterateRookMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateRookMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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var direction = new Direction(piece.Owner);
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@@ -412,7 +370,7 @@ namespace Gameboard.ShogiUI.BoardState
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BoardStep(from, direction.DownRight, callback);
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}
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}
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private void IterateKnightMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateKnightMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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if (piece.IsPromoted)
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@@ -426,7 +384,7 @@ namespace Gameboard.ShogiUI.BoardState
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BoardStep(from, direction.KnightRight, callback);
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}
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}
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private void IterateLanceMoveSet(BoardVector from, MoveSetCallback callback)
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private void IterateLanceMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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if (piece.IsPromoted)
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@@ -439,7 +397,7 @@ namespace Gameboard.ShogiUI.BoardState
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BoardWalk(from, direction.Up, callback);
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}
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}
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private void IteratePawnMoveSet(BoardVector from, MoveSetCallback callback)
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private void IteratePawnMoveSet(Vector2 from, MoveSetCallback callback)
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{
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var piece = Board[from.X, from.Y];
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if (piece?.WhichPiece == WhichPiece.Pawn)
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@@ -459,15 +417,15 @@ namespace Gameboard.ShogiUI.BoardState
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/// Useful for iterating the board for pieces that move many spaces.
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/// </summary>
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/// <param name="callback">A function that returns true if walking should continue.</param>
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private void BoardWalk(BoardVector from, BoardVector direction, MoveSetCallback callback)
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private void BoardWalk(Vector2 from, Vector2 direction, MoveSetCallback callback)
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{
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var foundAnotherPiece = false;
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var to = from.Add(direction);
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while (to.IsValidBoardPosition && !foundAnotherPiece)
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var to = Vector2.Add(from, direction);
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while (to.X >= 0 && to.X < 9 && to.Y >= 0 && to.Y < 9 && !foundAnotherPiece)
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{
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var piece = Board[to.X, to.Y];
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callback(piece, to);
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to = to.Add(direction);
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to = Vector2.Add(to, direction);
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foundAnotherPiece = piece != null;
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}
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}
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@@ -475,10 +433,10 @@ namespace Gameboard.ShogiUI.BoardState
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/// <summary>
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/// Useful for iterating the board for pieces that move only one space.
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/// </summary>
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private void BoardStep(BoardVector from, BoardVector direction, MoveSetCallback callback)
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private void BoardStep(Vector2 from, Vector2 direction, MoveSetCallback callback)
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{
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var to = from.Add(direction);
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if (to.IsValidBoardPosition)
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var to = Vector2.Add(from, direction);
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if (to.X >= 0 && to.X < 9 && to.Y >= 0 && to.Y < 9)
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{
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callback(Board[to.X, to.Y], to);
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}
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@@ -540,5 +498,18 @@ namespace Gameboard.ShogiUI.BoardState
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ResetRearRow(WhichPlayer.Player2);
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}
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#endregion
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public static ShogiBoard ConstructWithMoves(IList<Move> moves)
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{
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var s = new ShogiBoard();
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for (var i = 0; i < moves.Count; i++)
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{
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if (!s.Move(moves[i]))
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{
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throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
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}
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}
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return s;
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}
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}
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}
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