This commit is contained in:
2024-10-25 10:30:47 -05:00
parent 3593785421
commit 7d47fafea0
11 changed files with 124 additions and 107 deletions

View File

@@ -1,5 +1,20 @@
namespace Shogi.Domain.ValueObjects;
[Flags]
internal enum InCheckResult
{
NobodyInCheck = 1, // This kinda doesn't make sense from a Flags perspective, but it works. =/
Player1InCheck = 2,
Player2InCheck = 4
}
internal enum GameOverResult
{
GameIsNotOver,
Player1Wins,
Player2Wins
}
public enum WhichPiece
{
King,

View File

@@ -1,9 +0,0 @@
namespace Shogi.Domain.ValueObjects;
[Flags]
internal enum InCheckResult
{
NobodyInCheck = 1, // This kinda doesn't make sense from a Flags perspective, but it works. =/
Player1InCheck = 2,
Player2InCheck = 4
}

View File

@@ -59,34 +59,7 @@ public sealed class ShogiBoard
if (kings.Length != 2) throw new InvalidOperationException("Unexpected scenario: board does not have two kings in play.");
// Look for threats against the kings.
var inCheckResult = simState.State
.Where(kvp => kvp.Value != null)
.Cast<KeyValuePair<string, Piece>>()
.Aggregate(InCheckResult.NobodyInCheck, (inCheckResult, kvp) =>
{
var newInCheckResult = inCheckResult;
var threatPiece = kvp.Value;
var opposingKingPosition = Notation.FromBoardNotation(kings.Single(king => king.Value.Owner != threatPiece.Owner).Key);
var candidatePositions = threatPiece.GetPathFromStartToEnd(Notation.FromBoardNotation(kvp.Key), opposingKingPosition);
foreach (var position in candidatePositions)
{
// No piece at this position, so pathing is unobstructed. Continue pathing.
if (simState[position] == null) continue;
var pieceAtPosition = simState[position]!;
if (pieceAtPosition.WhichPiece == WhichPiece.King && pieceAtPosition.Owner != threatPiece.Owner)
{
newInCheckResult &= pieceAtPosition.Owner == WhichPlayer.Player1 ? InCheckResult.Player2InCheck : InCheckResult.Player1InCheck;
}
else
{
break;
}
}
return newInCheckResult;
});
InCheckResult inCheckResult = IsEitherPlayerInCheck(simState, kings);
var playerPutThemselfInCheck = BoardState.WhoseTurn == WhichPlayer.Player1
? inCheckResult.HasFlag(InCheckResult.Player1InCheck)
@@ -96,12 +69,12 @@ public sealed class ShogiBoard
{
return new MoveResult(false, "This move puts the moving player in check, which is illega.");
}
// Move is legal; mutate the real state.
BoardState.Move(from, to, isPromotion);
var playerPutOpponentInCheck = BoardState.WhoseTurn == WhichPlayer.Player1
? inCheckResult.HasFlag(InCheckResult.Player2InCheck)
: inCheckResult.HasFlag(InCheckResult.Player1InCheck);
// Move is legal; mutate the real state.
BoardState.Move(from, to, isPromotion);
if (playerPutOpponentInCheck)
{
BoardState.InCheck = BoardState.WhoseTurn == WhichPlayer.Player1
@@ -112,15 +85,6 @@ public sealed class ShogiBoard
// TODO: Look for check-mate.
return new MoveResult(true);
//var simulation = new StandardRules(simState);
//// If already in check, assert the move that resulted in check no longer results in check.
//if (BoardState.InCheck == BoardState.WhoseTurn
@@ -233,6 +197,44 @@ public sealed class ShogiBoard
//BoardState.WhoseTurn = otherPlayer;
}
public GameOverResult EvaluateGameOver()
{
}
private static InCheckResult IsEitherPlayerInCheck(BoardState simState, KeyValuePair<string, Piece>[] kings)
{
return simState.State
.Where(kvp => kvp.Value != null)
.Cast<KeyValuePair<string, Piece>>()
.Aggregate(InCheckResult.NobodyInCheck, (inCheckResult, kvp) =>
{
var newInCheckResult = inCheckResult;
var threatPiece = kvp.Value;
var opposingKingPosition = Notation.FromBoardNotation(kings.Single(king => king.Value.Owner != threatPiece.Owner).Key);
var positionsThreatened = threatPiece.GetPathFromStartToEnd(Notation.FromBoardNotation(kvp.Key), opposingKingPosition);
foreach (var position in positionsThreatened)
{
// No piece at this position, so pathing is unobstructed. Continue pathing.
if (simState[position] == null) continue;
var threatenedPiece = simState[position]!;
if (threatenedPiece.WhichPiece == WhichPiece.King && threatenedPiece.Owner != threatPiece.Owner)
{
newInCheckResult |= threatenedPiece.Owner == WhichPlayer.Player1 ? InCheckResult.Player1InCheck : InCheckResult.Player2InCheck;
}
else
{
break;
}
}
return newInCheckResult;
});
}
/// <summary>
/// The purpose is to ensure a proposed board move is valid with regard to the moved piece's rules.
/// This event does not worry about check or check-mate, or if a move is legal according to all Shogi rules.