Switch to Vector2
This commit is contained in:
@@ -2,6 +2,7 @@
|
|||||||
using BenchmarkDotNet.Running;
|
using BenchmarkDotNet.Running;
|
||||||
using Gameboard.ShogiUI.BoardState;
|
using Gameboard.ShogiUI.BoardState;
|
||||||
using System;
|
using System;
|
||||||
|
using System.Numerics;
|
||||||
|
|
||||||
namespace Benchmarking
|
namespace Benchmarking
|
||||||
{
|
{
|
||||||
@@ -14,25 +15,25 @@ namespace Benchmarking
|
|||||||
moves = new[]
|
moves = new[]
|
||||||
{
|
{
|
||||||
// P1 Rook
|
// P1 Rook
|
||||||
new Move { From = new BoardVector(7, 1), To = new BoardVector(4, 1) },
|
new Move { From = new Vector2(7, 1), To = new Vector2(4, 1) },
|
||||||
// P2 Gold
|
// P2 Gold
|
||||||
new Move { From = new BoardVector(3, 8), To = new BoardVector(2, 7) },
|
new Move { From = new Vector2(3, 8), To = new Vector2(2, 7) },
|
||||||
// P1 Pawn
|
// P1 Pawn
|
||||||
new Move { From = new BoardVector(4, 2), To = new BoardVector(4, 3) },
|
new Move { From = new Vector2(4, 2), To = new Vector2(4, 3) },
|
||||||
// P2 other Gold
|
// P2 other Gold
|
||||||
new Move { From = new BoardVector(5, 8), To = new BoardVector(6, 7) },
|
new Move { From = new Vector2(5, 8), To = new Vector2(6, 7) },
|
||||||
// P1 same Pawn
|
// P1 same Pawn
|
||||||
new Move { From = new BoardVector(4, 3), To = new BoardVector(4, 4) },
|
new Move { From = new Vector2(4, 3), To = new Vector2(4, 4) },
|
||||||
// P2 Pawn
|
// P2 Pawn
|
||||||
new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 5) },
|
new Move { From = new Vector2(4, 6), To = new Vector2(4, 5) },
|
||||||
// P1 Pawn takes P2 Pawn
|
// P1 Pawn takes P2 Pawn
|
||||||
new Move { From = new BoardVector(4, 4), To = new BoardVector(4, 5) },
|
new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) },
|
||||||
// P2 King
|
// P2 King
|
||||||
new Move { From = new BoardVector(4, 8), To = new BoardVector(4, 7) },
|
new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
|
||||||
// P1 Pawn promotes
|
// P1 Pawn promotes
|
||||||
new Move { From = new BoardVector(4, 5), To = new BoardVector(4, 6), IsPromotion = true },
|
new Move { From = new Vector2(4, 5), To = new Vector2(4, 6), IsPromotion = true },
|
||||||
// P2 King retreat
|
// P2 King retreat
|
||||||
new Move { From = new BoardVector(4, 7), To = new BoardVector(4, 8) },
|
new Move { From = new Vector2(4, 7), To = new Vector2(4, 8) },
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -42,7 +43,7 @@ namespace Benchmarking
|
|||||||
var board = new ShogiBoard();
|
var board = new ShogiBoard();
|
||||||
foreach (var move in moves)
|
foreach (var move in moves)
|
||||||
{
|
{
|
||||||
board.TryMove(move);
|
board.Move(move);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -62,8 +63,9 @@ namespace Benchmarking
|
|||||||
{
|
{
|
||||||
public static void Main(string[] args)
|
public static void Main(string[] args)
|
||||||
{
|
{
|
||||||
BenchmarkRunner.Run<Benchmarks>();
|
//BenchmarkRunner.Run<Benchmarks>();
|
||||||
Console.WriteLine("Done");
|
Console.WriteLine("Done");
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Numerics;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.BoardState
|
namespace Gameboard.ShogiUI.BoardState
|
||||||
{
|
{
|
||||||
@@ -24,6 +25,11 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
get => array[y * width + x];
|
get => array[y * width + x];
|
||||||
set => array[y * width + x] = value;
|
set => array[y * width + x] = value;
|
||||||
}
|
}
|
||||||
|
public T this[float x, float y]
|
||||||
|
{
|
||||||
|
get => array[(int)y * width + (int)x];
|
||||||
|
set => array[(int)y * width + (int)x] = value;
|
||||||
|
}
|
||||||
|
|
||||||
public void ForEach(ForEachDelegate callback)
|
public void ForEach(ForEachDelegate callback)
|
||||||
{
|
{
|
||||||
@@ -48,15 +54,14 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: Figure out a better return type, or make this class specific to ShogiBoard.
|
public Vector2? IndexOf(Predicate<T> predicate)
|
||||||
public BoardVector IndexOf(Predicate<T> predicate)
|
|
||||||
{
|
{
|
||||||
for (var x = 0; x < width; x++)
|
for (var x = 0; x < width; x++)
|
||||||
for (var y = 0; y < height; y++)
|
for (var y = 0; y < height; y++)
|
||||||
{
|
{
|
||||||
if (this[x, y] != null && predicate(this[x, y]))
|
if (this[x, y] != null && predicate(this[x, y]))
|
||||||
{
|
{
|
||||||
return new BoardVector(x, y);
|
return new Vector2(x, y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
|
|||||||
@@ -1,21 +1,21 @@
|
|||||||
using System.Diagnostics;
|
using System.Numerics;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.BoardState
|
namespace Gameboard.ShogiUI.BoardState
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Provides normalized BoardVectors relative to player.
|
/// Provides normalized Vector2s relative to player.
|
||||||
/// "Up" for player 1 is "Down" for player 2; that sort of thing.
|
/// "Up" for player 1 is "Down" for player 2; that sort of thing.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class Direction
|
public class Direction
|
||||||
{
|
{
|
||||||
private static readonly BoardVector PositiveX = new BoardVector(1, 0);
|
private static readonly Vector2 PositiveX = new Vector2(1, 0);
|
||||||
private static readonly BoardVector NegativeX = new BoardVector(-1, 0);
|
private static readonly Vector2 NegativeX = new Vector2(-1, 0);
|
||||||
private static readonly BoardVector PositiveY = new BoardVector(0, 1);
|
private static readonly Vector2 PositiveY = new Vector2(0, 1);
|
||||||
private static readonly BoardVector NegativeY = new BoardVector(0, -1);
|
private static readonly Vector2 NegativeY = new Vector2(0, -1);
|
||||||
private static readonly BoardVector PositiveYX = new BoardVector(1, 1);
|
private static readonly Vector2 PositiveYX = new Vector2(1, 1);
|
||||||
private static readonly BoardVector NegativeYX = new BoardVector(-1, -1);
|
private static readonly Vector2 NegativeYX = new Vector2(-1, -1);
|
||||||
private static readonly BoardVector NegativeYPositiveX = new BoardVector(1, -1);
|
private static readonly Vector2 NegativeYPositiveX = new Vector2(1, -1);
|
||||||
private static readonly BoardVector PositiveYNegativeX = new BoardVector(-1, 1);
|
private static readonly Vector2 PositiveYNegativeX = new Vector2(-1, 1);
|
||||||
|
|
||||||
private readonly WhichPlayer whichPlayer;
|
private readonly WhichPlayer whichPlayer;
|
||||||
public Direction(WhichPlayer whichPlayer)
|
public Direction(WhichPlayer whichPlayer)
|
||||||
@@ -23,40 +23,15 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
this.whichPlayer = whichPlayer;
|
this.whichPlayer = whichPlayer;
|
||||||
}
|
}
|
||||||
|
|
||||||
public BoardVector Up => whichPlayer == WhichPlayer.Player1 ? PositiveY : NegativeY;
|
public Vector2 Up => whichPlayer == WhichPlayer.Player1 ? PositiveY : NegativeY;
|
||||||
public BoardVector Down => whichPlayer == WhichPlayer.Player1 ? NegativeY : PositiveY;
|
public Vector2 Down => whichPlayer == WhichPlayer.Player1 ? NegativeY : PositiveY;
|
||||||
public BoardVector Left => whichPlayer == WhichPlayer.Player1 ? NegativeX : PositiveX;
|
public Vector2 Left => whichPlayer == WhichPlayer.Player1 ? NegativeX : PositiveX;
|
||||||
public BoardVector Right => whichPlayer == WhichPlayer.Player1 ? PositiveX : NegativeX;
|
public Vector2 Right => whichPlayer == WhichPlayer.Player1 ? PositiveX : NegativeX;
|
||||||
public BoardVector UpLeft => whichPlayer == WhichPlayer.Player1 ? PositiveYNegativeX : NegativeYPositiveX;
|
public Vector2 UpLeft => whichPlayer == WhichPlayer.Player1 ? PositiveYNegativeX : NegativeYPositiveX;
|
||||||
public BoardVector UpRight => whichPlayer == WhichPlayer.Player1 ? PositiveYX : NegativeYX;
|
public Vector2 UpRight => whichPlayer == WhichPlayer.Player1 ? PositiveYX : NegativeYX;
|
||||||
public BoardVector DownLeft => whichPlayer == WhichPlayer.Player1 ? NegativeYX : PositiveYX;
|
public Vector2 DownLeft => whichPlayer == WhichPlayer.Player1 ? NegativeYX : PositiveYX;
|
||||||
public BoardVector DownRight => whichPlayer == WhichPlayer.Player1 ? NegativeYPositiveX : PositiveYNegativeX;
|
public Vector2 DownRight => whichPlayer == WhichPlayer.Player1 ? NegativeYPositiveX : PositiveYNegativeX;
|
||||||
public BoardVector KnightLeft => whichPlayer == WhichPlayer.Player1 ? new BoardVector(-1, 2) : new BoardVector(1, -2);
|
public Vector2 KnightLeft => whichPlayer == WhichPlayer.Player1 ? new Vector2(-1, 2) : new Vector2(1, -2);
|
||||||
public BoardVector KnightRight => whichPlayer == WhichPlayer.Player1 ? new BoardVector(1, 2) : new BoardVector(-1, -2);
|
public Vector2 KnightRight => whichPlayer == WhichPlayer.Player1 ? new Vector2(1, 2) : new Vector2(-1, -2);
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
[DebuggerDisplay("[{X}, {Y}]")]
|
|
||||||
public class BoardVector
|
|
||||||
{
|
|
||||||
public int X { get; set; }
|
|
||||||
public int Y { get; set; }
|
|
||||||
public bool IsValidBoardPosition => X > -1 && X < 9 && Y > -1 && Y < 9;
|
|
||||||
public bool IsHand => X < 0 && Y < 0; // TODO: Find a better way to distinguish positions vs hand.
|
|
||||||
public BoardVector(int x, int y)
|
|
||||||
{
|
|
||||||
X = x;
|
|
||||||
Y = y;
|
|
||||||
}
|
|
||||||
|
|
||||||
public BoardVector Add(BoardVector other) => new BoardVector(X + other.X, Y + other.Y);
|
|
||||||
public override bool Equals(object obj) => (obj is BoardVector other) && other.X == X && other.Y == Y;
|
|
||||||
public override int GetHashCode()
|
|
||||||
{
|
|
||||||
// [0,3] should hash different than [3,0]
|
|
||||||
return X.GetHashCode() * 3 + Y.GetHashCode() * 5;
|
|
||||||
}
|
|
||||||
public static bool operator ==(BoardVector a, BoardVector b) => a.Equals(b);
|
|
||||||
public static bool operator !=(BoardVector a, BoardVector b) => !a.Equals(b);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,10 +1,12 @@
|
|||||||
namespace Gameboard.ShogiUI.BoardState
|
using System.Numerics;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.BoardState
|
||||||
{
|
{
|
||||||
public class Move
|
public class Move
|
||||||
{
|
{
|
||||||
public WhichPiece? PieceFromCaptured { get; set; }
|
public WhichPiece? PieceFromCaptured { get; set; }
|
||||||
public BoardVector From { get; set; }
|
public Vector2 From { get; set; }
|
||||||
public BoardVector To { get; set; }
|
public Vector2 To { get; set; }
|
||||||
public bool IsPromotion { get; set; }
|
public bool IsPromotion { get; set; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class ShogiBoard
|
public class ShogiBoard
|
||||||
{
|
{
|
||||||
private delegate void MoveSetCallback(Piece piece, BoardVector position);
|
private delegate void MoveSetCallback(Piece piece, Vector2 position);
|
||||||
private ShogiBoard validationBoard;
|
private ShogiBoard validationBoard;
|
||||||
private Vector2 player1King;
|
private Vector2 player1King;
|
||||||
private Vector2 player2King;
|
private Vector2 player2King;
|
||||||
@@ -35,59 +35,31 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
player1King = new Vector2(4, 0);
|
player1King = new Vector2(4, 0);
|
||||||
player2King = new Vector2(4, 8);
|
player2King = new Vector2(4, 8);
|
||||||
}
|
}
|
||||||
public ShogiBoard(IList<Move> moves) : this()
|
|
||||||
{
|
|
||||||
for (var i = 0; i < moves.Count; i++)
|
|
||||||
{
|
|
||||||
if (!TryMove(moves[i]))
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
public bool Move(Move move)
|
||||||
|
{
|
||||||
|
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||||
|
var moveSuccess = TryMove(move);
|
||||||
|
|
||||||
|
if (!moveSuccess) return false;
|
||||||
|
|
||||||
|
// Evaluate check
|
||||||
|
InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
|
||||||
|
if (InCheck.HasValue)
|
||||||
|
{
|
||||||
|
//IsCheckmate = EvaluateCheckmate();
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Attempts a given move. Returns false if the move is illegal.
|
/// Attempts a given move. Returns false if the move is illegal.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
//public bool TryMove2(Move move)
|
private bool TryMove(Move move)
|
||||||
//{
|
|
||||||
// // Try making the move in a "throw away" board.
|
|
||||||
// if (validationBoard == null)
|
|
||||||
// {
|
|
||||||
// validationBoard = new ShogiBoard(MoveHistory);
|
|
||||||
// }
|
|
||||||
// var isValid = move.PieceFromCaptured.HasValue
|
|
||||||
// ? validationBoard.PlaceFromHand(move)
|
|
||||||
// : validationBoard.PlaceFromBoard(move);
|
|
||||||
// if (!isValid)
|
|
||||||
// {
|
|
||||||
// // Invalidate the "throw away" board.
|
|
||||||
// validationBoard = null;
|
|
||||||
// return false;
|
|
||||||
// }
|
|
||||||
// // Assert that this move does not put the moving player in check.
|
|
||||||
// if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
|
|
||||||
|
|
||||||
// var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
|
||||||
// // The move is valid and legal; update board state.
|
|
||||||
// if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
|
|
||||||
// else PlaceFromBoard(move);
|
|
||||||
|
|
||||||
// // Evaluate check
|
|
||||||
// InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
|
|
||||||
// if (InCheck.HasValue)
|
|
||||||
// {
|
|
||||||
// //IsCheckmate = EvaluateCheckmate();
|
|
||||||
// }
|
|
||||||
// return true;
|
|
||||||
//}
|
|
||||||
|
|
||||||
public bool TryMove(Move move, bool shouldEvaluateCheck = true)
|
|
||||||
{
|
{
|
||||||
// Try making the move in a "throw away" board.
|
// Try making the move in a "throw away" board.
|
||||||
if (validationBoard == null)
|
if (validationBoard == null)
|
||||||
{
|
{
|
||||||
validationBoard = new ShogiBoard(MoveHistory);
|
validationBoard = ConstructWithMoves(MoveHistory);
|
||||||
}
|
}
|
||||||
var isValid = move.PieceFromCaptured.HasValue
|
var isValid = move.PieceFromCaptured.HasValue
|
||||||
? validationBoard.PlaceFromHand(move)
|
? validationBoard.PlaceFromHand(move)
|
||||||
@@ -101,24 +73,11 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
// Assert that this move does not put the moving player in check.
|
// Assert that this move does not put the moving player in check.
|
||||||
if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
|
if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
|
||||||
|
|
||||||
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
|
||||||
// The move is valid and legal; update board state.
|
// The move is valid and legal; update board state.
|
||||||
if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
|
if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
|
||||||
else PlaceFromBoard(move);
|
else PlaceFromBoard(move);
|
||||||
|
|
||||||
// Evaluate check
|
|
||||||
if (shouldEvaluateCheck)
|
|
||||||
{
|
|
||||||
InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
|
|
||||||
if (InCheck.HasValue)
|
|
||||||
{
|
|
||||||
IsCheckmate = EvaluateCheckmate();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
private bool EvaluateCheckmate()
|
private bool EvaluateCheckmate()
|
||||||
{
|
{
|
||||||
if (!InCheck.HasValue) return false;
|
if (!InCheck.HasValue) return false;
|
||||||
@@ -129,10 +88,10 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
{
|
{
|
||||||
if (!isCheckmate) return; // Short circuit
|
if (!isCheckmate) return; // Short circuit
|
||||||
|
|
||||||
var from = new BoardVector(x, y);
|
var from = new Vector2(x, y);
|
||||||
if (piece.Owner == InCheck) // Owned by the player in check...
|
if (piece.Owner == InCheck) // Owned by the player in check...
|
||||||
{
|
{
|
||||||
var positionsToCheck = new List<BoardVector>(10);
|
var positionsToCheck = new List<Vector2>(10);
|
||||||
IterateMoveSet(from, (innerPiece, position) =>
|
IterateMoveSet(from, (innerPiece, position) =>
|
||||||
{
|
{
|
||||||
if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
|
if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
|
||||||
@@ -141,7 +100,8 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
// And evaluate if any move gets the player out of check.
|
// And evaluate if any move gets the player out of check.
|
||||||
foreach (var position in positionsToCheck)
|
foreach (var position in positionsToCheck)
|
||||||
{
|
{
|
||||||
var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position }, false);
|
if (validationBoard == null) validationBoard = ConstructWithMoves(MoveHistory);
|
||||||
|
var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position });
|
||||||
if (moveSuccess)
|
if (moveSuccess)
|
||||||
{
|
{
|
||||||
isCheckmate &= validationBoard.EvaluateCheck(InCheck.Value);
|
isCheckmate &= validationBoard.EvaluateCheck(InCheck.Value);
|
||||||
@@ -277,8 +237,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
// ...that belongs to the opponent within range...
|
// ...that belongs to the opponent within range...
|
||||||
if (piece.Owner != whichPlayer && (piece.IsRanged || Vector2.Distance(kingPosition, v) < 3))
|
if (piece.Owner != whichPlayer && (piece.IsRanged || Vector2.Distance(kingPosition, v) < 3))
|
||||||
{
|
{
|
||||||
Console.WriteLine($"Evaluating {piece.WhichPiece}");
|
IterateMoveSet(new Vector2(x, y), (threatenedPiece, position) =>
|
||||||
IterateMoveSet(new BoardVector(x, y), (threatenedPiece, position) =>
|
|
||||||
{
|
{
|
||||||
// ...and threatens the player's king.
|
// ...and threatens the player's king.
|
||||||
inCheck |=
|
inCheck |=
|
||||||
@@ -289,8 +248,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
});
|
});
|
||||||
return inCheck;
|
return inCheck;
|
||||||
}
|
}
|
||||||
|
private bool ValidateMoveAgainstMoveSet(Vector2 from, Vector2 to)
|
||||||
private bool ValidateMoveAgainstMoveSet(BoardVector from, BoardVector to)
|
|
||||||
{
|
{
|
||||||
var isValid = false;
|
var isValid = false;
|
||||||
IterateMoveSet(from, (piece, position) =>
|
IterateMoveSet(from, (piece, position) =>
|
||||||
@@ -306,7 +264,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Iterate through the possible moves of a piece at a given position.
|
/// Iterate through the possible moves of a piece at a given position.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void IterateMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
// TODO: Make these are of the move To, so only possible moves towards the move To are iterated.
|
// TODO: Make these are of the move To, so only possible moves towards the move To are iterated.
|
||||||
// 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.
|
// 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.
|
||||||
@@ -339,7 +297,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void IterateKingMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateKingMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
var direction = new Direction(piece.Owner);
|
var direction = new Direction(piece.Owner);
|
||||||
@@ -352,7 +310,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
BoardStep(from, direction.Left, callback);
|
BoardStep(from, direction.Left, callback);
|
||||||
BoardStep(from, direction.Right, callback);
|
BoardStep(from, direction.Right, callback);
|
||||||
}
|
}
|
||||||
private void IterateGoldenGeneralMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateGoldenGeneralMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
var direction = new Direction(piece.Owner);
|
var direction = new Direction(piece.Owner);
|
||||||
@@ -363,7 +321,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
BoardStep(from, direction.Left, callback);
|
BoardStep(from, direction.Left, callback);
|
||||||
BoardStep(from, direction.Right, callback);
|
BoardStep(from, direction.Right, callback);
|
||||||
}
|
}
|
||||||
private void IterateSilverGeneralMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateSilverGeneralMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
var direction = new Direction(piece.Owner);
|
var direction = new Direction(piece.Owner);
|
||||||
@@ -380,7 +338,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
BoardStep(from, direction.DownRight, callback);
|
BoardStep(from, direction.DownRight, callback);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void IterateBishopMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateBishopMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
var direction = new Direction(piece.Owner);
|
var direction = new Direction(piece.Owner);
|
||||||
@@ -396,7 +354,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
BoardStep(from, direction.Down, callback);
|
BoardStep(from, direction.Down, callback);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void IterateRookMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateRookMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
var direction = new Direction(piece.Owner);
|
var direction = new Direction(piece.Owner);
|
||||||
@@ -412,7 +370,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
BoardStep(from, direction.DownRight, callback);
|
BoardStep(from, direction.DownRight, callback);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void IterateKnightMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateKnightMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
if (piece.IsPromoted)
|
if (piece.IsPromoted)
|
||||||
@@ -426,7 +384,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
BoardStep(from, direction.KnightRight, callback);
|
BoardStep(from, direction.KnightRight, callback);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void IterateLanceMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IterateLanceMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
if (piece.IsPromoted)
|
if (piece.IsPromoted)
|
||||||
@@ -439,7 +397,7 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
BoardWalk(from, direction.Up, callback);
|
BoardWalk(from, direction.Up, callback);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void IteratePawnMoveSet(BoardVector from, MoveSetCallback callback)
|
private void IteratePawnMoveSet(Vector2 from, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var piece = Board[from.X, from.Y];
|
var piece = Board[from.X, from.Y];
|
||||||
if (piece?.WhichPiece == WhichPiece.Pawn)
|
if (piece?.WhichPiece == WhichPiece.Pawn)
|
||||||
@@ -459,15 +417,15 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
/// Useful for iterating the board for pieces that move many spaces.
|
/// Useful for iterating the board for pieces that move many spaces.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="callback">A function that returns true if walking should continue.</param>
|
/// <param name="callback">A function that returns true if walking should continue.</param>
|
||||||
private void BoardWalk(BoardVector from, BoardVector direction, MoveSetCallback callback)
|
private void BoardWalk(Vector2 from, Vector2 direction, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var foundAnotherPiece = false;
|
var foundAnotherPiece = false;
|
||||||
var to = from.Add(direction);
|
var to = Vector2.Add(from, direction);
|
||||||
while (to.IsValidBoardPosition && !foundAnotherPiece)
|
while (to.X >= 0 && to.X < 9 && to.Y >= 0 && to.Y < 9 && !foundAnotherPiece)
|
||||||
{
|
{
|
||||||
var piece = Board[to.X, to.Y];
|
var piece = Board[to.X, to.Y];
|
||||||
callback(piece, to);
|
callback(piece, to);
|
||||||
to = to.Add(direction);
|
to = Vector2.Add(to, direction);
|
||||||
foundAnotherPiece = piece != null;
|
foundAnotherPiece = piece != null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -475,10 +433,10 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Useful for iterating the board for pieces that move only one space.
|
/// Useful for iterating the board for pieces that move only one space.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void BoardStep(BoardVector from, BoardVector direction, MoveSetCallback callback)
|
private void BoardStep(Vector2 from, Vector2 direction, MoveSetCallback callback)
|
||||||
{
|
{
|
||||||
var to = from.Add(direction);
|
var to = Vector2.Add(from, direction);
|
||||||
if (to.IsValidBoardPosition)
|
if (to.X >= 0 && to.X < 9 && to.Y >= 0 && to.Y < 9)
|
||||||
{
|
{
|
||||||
callback(Board[to.X, to.Y], to);
|
callback(Board[to.X, to.Y], to);
|
||||||
}
|
}
|
||||||
@@ -540,5 +498,18 @@ namespace Gameboard.ShogiUI.BoardState
|
|||||||
ResetRearRow(WhichPlayer.Player2);
|
ResetRearRow(WhichPlayer.Player2);
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
public static ShogiBoard ConstructWithMoves(IList<Move> moves)
|
||||||
|
{
|
||||||
|
var s = new ShogiBoard();
|
||||||
|
for (var i = 0; i < moves.Count; i++)
|
||||||
|
{
|
||||||
|
if (!s.Move(moves[i]))
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return s;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
|
|
||||||
communicationManager.SubscribeToGame(sessionModel, userName);
|
communicationManager.SubscribeToGame(sessionModel, userName);
|
||||||
var boardMoves = moveModels.Select(_ => _.ToBoardModel()).ToList();
|
var boardMoves = moveModels.Select(_ => _.ToBoardModel()).ToList();
|
||||||
boardManager.Add(getGameResponse.Session.Name, new ShogiBoard(boardMoves));
|
boardManager.Add(getGameResponse.Session.Name, ShogiBoard.ConstructWithMoves(boardMoves));
|
||||||
|
|
||||||
var response = new LoadGameResponse(ClientAction.LoadGame)
|
var response = new LoadGameResponse(ClientAction.LoadGame)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using Gameboard.ShogiUI.BoardState;
|
using Gameboard.ShogiUI.BoardState;
|
||||||
using Microsoft.FSharp.Core;
|
using Microsoft.FSharp.Core;
|
||||||
using System;
|
using System;
|
||||||
|
using System.Numerics;
|
||||||
using ShogiApi = Gameboard.Shogi.Api.ServiceModels.Types;
|
using ShogiApi = Gameboard.Shogi.Api.ServiceModels.Types;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Models
|
namespace Gameboard.ShogiUI.Sockets.Models
|
||||||
@@ -77,10 +78,10 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
|||||||
{
|
{
|
||||||
return new BoardState.Move
|
return new BoardState.Move
|
||||||
{
|
{
|
||||||
From = new BoardVector(From.X, From.Y),
|
From = new Vector2(From.X, From.Y),
|
||||||
IsPromotion = IsPromotion,
|
IsPromotion = IsPromotion,
|
||||||
PieceFromCaptured = Enum.TryParse<WhichPiece>(PieceFromCaptured, out var whichPiece) ? whichPiece : null,
|
PieceFromCaptured = Enum.TryParse<WhichPiece>(PieceFromCaptured, out var whichPiece) ? whichPiece : null,
|
||||||
To = new BoardVector(To.X, To.Y)
|
To = new Vector2(To.X, To.Y)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,26 +0,0 @@
|
|||||||
using FluentAssertions;
|
|
||||||
using Gameboard.ShogiUI.BoardState;
|
|
||||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|
||||||
{
|
|
||||||
[TestClass]
|
|
||||||
public class BoardVectorShould
|
|
||||||
{
|
|
||||||
[TestMethod]
|
|
||||||
public void BeEqualWhenPropertiesAreEqual()
|
|
||||||
{
|
|
||||||
var a = new BoardVector(3, 2);
|
|
||||||
var b = new BoardVector(3, 2);
|
|
||||||
a.Should().Be(b);
|
|
||||||
a.GetHashCode().Should().Be(b.GetHashCode());
|
|
||||||
(a == b).Should().BeTrue();
|
|
||||||
|
|
||||||
// Properties should not be transitively equal.
|
|
||||||
b = new BoardVector(2, 3);
|
|
||||||
a.Should().NotBe(b);
|
|
||||||
a.GetHashCode().Should().NotBe(b.GetHashCode());
|
|
||||||
(a == b).Should().BeFalse();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,8 +1,9 @@
|
|||||||
using FluentAssertions;
|
using FluentAssertions;
|
||||||
using Gameboard.ShogiUI.BoardState;
|
using Gameboard.ShogiUI.BoardState;
|
||||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||||
using System;
|
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using System.Numerics;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.UnitTests.BoardState
|
namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||||
{
|
{
|
||||||
[TestClass]
|
[TestClass]
|
||||||
@@ -70,11 +71,11 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
new Move
|
new Move
|
||||||
{
|
{
|
||||||
// Pawn
|
// Pawn
|
||||||
From = new BoardVector(0, 2),
|
From = new Vector2(0, 2),
|
||||||
To = new BoardVector(0, 3)
|
To = new Vector2(0, 3)
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
var shogi = new ShogiBoard(moves);
|
var shogi = ShogiBoard.ConstructWithMoves(moves);
|
||||||
shogi.Board[0, 2].Should().BeNull();
|
shogi.Board[0, 2].Should().BeNull();
|
||||||
shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
|
shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||||
}
|
}
|
||||||
@@ -86,7 +87,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var shogi = new ShogiBoard();
|
var shogi = new ShogiBoard();
|
||||||
|
|
||||||
// Act - P1 "moves" pawn to the position it already exists at.
|
// Act - P1 "moves" pawn to the position it already exists at.
|
||||||
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(0, 2), To = new BoardVector(0, 2) });
|
var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 2), To = new Vector2(0, 2) });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
moveSuccess.Should().BeFalse();
|
moveSuccess.Should().BeFalse();
|
||||||
@@ -99,12 +100,12 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var invalidLanceMove = new Move
|
var invalidLanceMove = new Move
|
||||||
{
|
{
|
||||||
// Lance moving adjacent
|
// Lance moving adjacent
|
||||||
From = new BoardVector(0, 0),
|
From = new Vector2(0, 0),
|
||||||
To = new BoardVector(1, 5)
|
To = new Vector2(1, 5)
|
||||||
};
|
};
|
||||||
|
|
||||||
var shogi = new ShogiBoard();
|
var shogi = new ShogiBoard();
|
||||||
var moveSuccess = shogi.TryMove(invalidLanceMove);
|
var moveSuccess = shogi.Move(invalidLanceMove);
|
||||||
|
|
||||||
moveSuccess.Should().BeFalse();
|
moveSuccess.Should().BeFalse();
|
||||||
// Assert the Lance has not actually moved.
|
// Assert the Lance has not actually moved.
|
||||||
@@ -118,7 +119,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var shogi = new ShogiBoard();
|
var shogi = new ShogiBoard();
|
||||||
|
|
||||||
// Act - Move Player2 Pawn when it's Player1 turn.
|
// Act - Move Player2 Pawn when it's Player1 turn.
|
||||||
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(8, 6), To = new BoardVector(8, 5) });
|
var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 6), To = new Vector2(8, 5) });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
moveSuccess.Should().BeFalse();
|
moveSuccess.Should().BeFalse();
|
||||||
@@ -132,12 +133,12 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var invalidLanceMove = new Move
|
var invalidLanceMove = new Move
|
||||||
{
|
{
|
||||||
// Lance moving through the pawn before it.
|
// Lance moving through the pawn before it.
|
||||||
From = new BoardVector(0, 0),
|
From = new Vector2(0, 0),
|
||||||
To = new BoardVector(0, 5)
|
To = new Vector2(0, 5)
|
||||||
};
|
};
|
||||||
|
|
||||||
var shogi = new ShogiBoard();
|
var shogi = new ShogiBoard();
|
||||||
var moveSuccess = shogi.TryMove(invalidLanceMove);
|
var moveSuccess = shogi.Move(invalidLanceMove);
|
||||||
|
|
||||||
moveSuccess.Should().BeFalse();
|
moveSuccess.Should().BeFalse();
|
||||||
// Assert the Lance has not actually moved.
|
// Assert the Lance has not actually moved.
|
||||||
@@ -150,12 +151,12 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var invalidKnightMove = new Move
|
var invalidKnightMove = new Move
|
||||||
{
|
{
|
||||||
// Knight capturing allied Pawn
|
// Knight capturing allied Pawn
|
||||||
From = new BoardVector(1, 0),
|
From = new Vector2(1, 0),
|
||||||
To = new BoardVector(0, 2)
|
To = new Vector2(0, 2)
|
||||||
};
|
};
|
||||||
|
|
||||||
var shogi = new ShogiBoard();
|
var shogi = new ShogiBoard();
|
||||||
var moveSuccess = shogi.TryMove(invalidKnightMove);
|
var moveSuccess = shogi.Move(invalidKnightMove);
|
||||||
|
|
||||||
moveSuccess.Should().BeFalse();
|
moveSuccess.Should().BeFalse();
|
||||||
// Assert the Knight has not actually moved or captured.
|
// Assert the Knight has not actually moved or captured.
|
||||||
@@ -170,20 +171,24 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var moves = new[]
|
var moves = new[]
|
||||||
{
|
{
|
||||||
// P1 Pawn
|
// P1 Pawn
|
||||||
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||||
// P2 Pawn
|
// P2 Pawn
|
||||||
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) },
|
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) },
|
||||||
// P1 Bishop puts P2 in check
|
// P1 Bishop puts P2 in check
|
||||||
new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6) }
|
new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) }
|
||||||
};
|
};
|
||||||
var shogi = new ShogiBoard(moves);
|
var shogi = ShogiBoard.ConstructWithMoves(moves);
|
||||||
|
//foreach(var m in moves)
|
||||||
|
//{
|
||||||
|
// shogi.Move(m);
|
||||||
|
//}
|
||||||
|
|
||||||
// Prerequisit
|
// Prerequisit
|
||||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||||
|
|
||||||
|
|
||||||
// Act - P2 moves Lance while remaining in check.
|
// Act - P2 moves Lance while remaining in check.
|
||||||
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(8, 8), To = new BoardVector(8, 7) });
|
var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 8), To = new Vector2(8, 7) });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
moveSuccess.Should().BeFalse();
|
moveSuccess.Should().BeFalse();
|
||||||
@@ -199,15 +204,15 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var moves = new[]
|
var moves = new[]
|
||||||
{
|
{
|
||||||
// P1 Pawn
|
// P1 Pawn
|
||||||
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||||
// P2 Pawn
|
// P2 Pawn
|
||||||
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) },
|
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) },
|
||||||
};
|
};
|
||||||
var shogi = new ShogiBoard(moves);
|
var shogi = ShogiBoard.ConstructWithMoves(moves);
|
||||||
|
|
||||||
|
|
||||||
// Act - P1 Bishop, check
|
// Act - P1 Bishop, check
|
||||||
shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6) });
|
shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||||
@@ -220,14 +225,14 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var moves = new[]
|
var moves = new[]
|
||||||
{
|
{
|
||||||
// P1 Pawn
|
// P1 Pawn
|
||||||
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||||
// P2 Pawn
|
// P2 Pawn
|
||||||
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) }
|
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) }
|
||||||
};
|
};
|
||||||
var shogi = new ShogiBoard(moves);
|
var shogi = ShogiBoard.ConstructWithMoves(moves);
|
||||||
|
|
||||||
// Act - P1 Bishop captures P2 Bishop
|
// Act - P1 Bishop captures P2 Bishop
|
||||||
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(7, 7) });
|
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(7, 7) });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
moveSuccess.Should().BeTrue();
|
moveSuccess.Should().BeTrue();
|
||||||
@@ -244,7 +249,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
|
|
||||||
|
|
||||||
// Act - P2 Silver captures P1 Bishop
|
// Act - P2 Silver captures P1 Bishop
|
||||||
moveSuccess = shogi.TryMove(new Move { From = new BoardVector(6, 8), To = new BoardVector(7, 7) });
|
moveSuccess = shogi.Move(new Move { From = new Vector2(6, 8), To = new Vector2(7, 7) });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
moveSuccess.Should().BeTrue();
|
moveSuccess.Should().BeTrue();
|
||||||
@@ -266,14 +271,14 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var moves = new[]
|
var moves = new[]
|
||||||
{
|
{
|
||||||
// P1 Pawn
|
// P1 Pawn
|
||||||
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||||
// P2 Pawn
|
// P2 Pawn
|
||||||
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) }
|
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) }
|
||||||
};
|
};
|
||||||
var shogi = new ShogiBoard(moves);
|
var shogi = ShogiBoard.ConstructWithMoves(moves);
|
||||||
|
|
||||||
// Act - P1 moves across promote threshold.
|
// Act - P1 moves across promote threshold.
|
||||||
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6), IsPromotion = true });
|
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(6, 6), IsPromotion = true });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
moveSuccess.Should().BeTrue();
|
moveSuccess.Should().BeTrue();
|
||||||
@@ -288,30 +293,30 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
|||||||
var moves = new[]
|
var moves = new[]
|
||||||
{
|
{
|
||||||
// P1 Rook
|
// P1 Rook
|
||||||
new Move { From = new BoardVector(7, 1), To = new BoardVector(4, 1) },
|
new Move { From = new Vector2(7, 1), To = new Vector2(4, 1) },
|
||||||
// P2 Gold
|
// P2 Gold
|
||||||
new Move { From = new BoardVector(3, 8), To = new BoardVector(2, 7) },
|
new Move { From = new Vector2(3, 8), To = new Vector2(2, 7) },
|
||||||
// P1 Pawn
|
// P1 Pawn
|
||||||
new Move { From = new BoardVector(4, 2), To = new BoardVector(4, 3) },
|
new Move { From = new Vector2(4, 2), To = new Vector2(4, 3) },
|
||||||
// P2 other Gold
|
// P2 other Gold
|
||||||
new Move { From = new BoardVector(5, 8), To = new BoardVector(6, 7) },
|
new Move { From = new Vector2(5, 8), To = new Vector2(6, 7) },
|
||||||
// P1 same Pawn
|
// P1 same Pawn
|
||||||
new Move { From = new BoardVector(4, 3), To = new BoardVector(4, 4) },
|
new Move { From = new Vector2(4, 3), To = new Vector2(4, 4) },
|
||||||
// P2 Pawn
|
// P2 Pawn
|
||||||
new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 5) },
|
new Move { From = new Vector2(4, 6), To = new Vector2(4, 5) },
|
||||||
// P1 Pawn takes P2 Pawn
|
// P1 Pawn takes P2 Pawn
|
||||||
new Move { From = new BoardVector(4, 4), To = new BoardVector(4, 5) },
|
new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) },
|
||||||
// P2 King
|
// P2 King
|
||||||
new Move { From = new BoardVector(4, 8), To = new BoardVector(4, 7) },
|
new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
|
||||||
// P1 Pawn promotes
|
// P1 Pawn promotes
|
||||||
new Move { From = new BoardVector(4, 5), To = new BoardVector(4, 6), IsPromotion = true },
|
new Move { From = new Vector2(4, 5), To = new Vector2(4, 6), IsPromotion = true },
|
||||||
// P2 King retreat
|
// P2 King retreat
|
||||||
new Move { From = new BoardVector(4, 7), To = new BoardVector(4, 8) },
|
new Move { From = new Vector2(4, 7), To = new Vector2(4, 8) },
|
||||||
};
|
};
|
||||||
var shogi = new ShogiBoard(moves);
|
var shogi = ShogiBoard.ConstructWithMoves(moves);
|
||||||
|
|
||||||
// Act - P1 Pawn wins by checkmate.
|
// Act - P1 Pawn wins by checkmate.
|
||||||
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 7) });
|
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 6), To = new Vector2(4, 7) });
|
||||||
|
|
||||||
// Assert
|
// Assert
|
||||||
moveSuccess.Should().BeTrue();
|
moveSuccess.Should().BeTrue();
|
||||||
|
|||||||
Reference in New Issue
Block a user