yarp
This commit is contained in:
11
Shogi.Domain/Other/PieceRulesRegistration.cs
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11
Shogi.Domain/Other/PieceRulesRegistration.cs
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@@ -0,0 +1,11 @@
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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namespace Shogi.Domain.Other;
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public record PieceRulesRegistration<TPiece>(TPiece WhichPiece, ICollection<Path> MoveSet) where TPiece : Enum
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{
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}
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public record PieceInPlay<TPiece>(TPiece WhichPiece, int OwningPlayerNumber) where TPiece : Enum
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{
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}
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61
Shogi.Domain/Other/Rules.cs
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61
Shogi.Domain/Other/Rules.cs
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@@ -0,0 +1,61 @@
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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using System.Drawing;
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namespace Shogi.Domain.Other;
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public class Rules<TPiece> where TPiece : Enum
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{
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private Vector2 boardSize;
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private TPiece theKing;
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private Dictionary<TPiece, ICollection<Path>> piecePaths;
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/// <summary>
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/// Begin a new set of rules. If any rules already exist, this method will erase them.
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/// </summary>
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/// <param name="boardSize">The size of the game board in tiles. For examples, Chess is 8x8 and Shogi is 9x9.</param>
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/// <param name="king">The piece that represents the King for each player or the piece that, when lost, results in losing the game.</param>
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public Rules<TPiece> CreateNewRules(Vector2 boardSize, TPiece king)
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{
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this.boardSize = boardSize;
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theKing = king;
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piecePaths = [];
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return this;
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}
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public Rules<TPiece> RegisterPieceWithRules(PieceRulesRegistration<TPiece> pieceToRegister)
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{
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if (piecePaths.ContainsKey(pieceToRegister.WhichPiece))
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{
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throw new ArgumentException("This type of piece has already been registered.", nameof(pieceToRegister));
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}
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piecePaths.Add(pieceToRegister.WhichPiece, pieceToRegister.MoveSet);
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return this;
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}
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public int ValidateMove(Vector2 start, Vector2 end, TPiece[][] board)
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{
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if (board.GetLength(0) != boardSize.X || board.GetLength(1) != boardSize.Y)
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{
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throw new ArgumentException($"2D array dimensions must match boardSize given during {nameof(CreateNewRules)} method.", nameof(board));
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}
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if (start - start != Vector2.Zero)
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{
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throw new ArgumentException("Negative values not allowed.", nameof(start));
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}
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if (end - end != Vector2.Zero)
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{
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throw new ArgumentException("Negative values not allowed.", nameof(end));
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}
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if (start.X >= boardSize.X || start.Y >= boardSize.Y)
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{
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throw new ArgumentException("Start position must be within the given boardSize.", nameof(start));
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}
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if (end.X >= boardSize.X || end.Y >= boardSize.Y)
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{
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throw new ArgumentException("End position must be within the given boardSize.", nameof(end));
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}
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}
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}
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@@ -7,22 +7,22 @@ namespace Shogi.Domain.ValueObjects
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{
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private static readonly ReadOnlyCollection<Path> BishopPaths = new(new List<Path>(4)
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{
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new Path(Direction.UpLeft, Distance.MultiStep),
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new Path(Direction.UpRight, Distance.MultiStep),
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new Path(Direction.DownLeft, Distance.MultiStep),
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new Path(Direction.DownRight, Distance.MultiStep)
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new Path(Direction.ForwardLeft, Distance.MultiStep),
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new Path(Direction.ForwardRight, Distance.MultiStep),
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new Path(Direction.BackwardLeft, Distance.MultiStep),
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new Path(Direction.BackwardRight, Distance.MultiStep)
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});
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public static readonly ReadOnlyCollection<Path> PromotedBishopPaths = new(new List<Path>(8)
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{
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new Path(Direction.Up),
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new Path(Direction.Forward),
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new Path(Direction.Left),
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new Path(Direction.Right),
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new Path(Direction.Down),
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new Path(Direction.UpLeft, Distance.MultiStep),
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new Path(Direction.UpRight, Distance.MultiStep),
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new Path(Direction.DownLeft, Distance.MultiStep),
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new Path(Direction.DownRight, Distance.MultiStep)
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new Path(Direction.Backward),
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new Path(Direction.ForwardLeft, Distance.MultiStep),
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new Path(Direction.ForwardRight, Distance.MultiStep),
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new Path(Direction.BackwardLeft, Distance.MultiStep),
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new Path(Direction.BackwardRight, Distance.MultiStep)
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});
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public static readonly ReadOnlyCollection<Path> Player2Paths =
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@@ -6,247 +6,249 @@ namespace Shogi.Domain.ValueObjects;
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public class BoardState
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{
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/// <summary>
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/// Board state before any moves have been made, using standard setup and rules.
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/// </summary>
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public static BoardState StandardStarting => new(
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state: BuildStandardStartingBoardState(),
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player1Hand: new(),
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player2Hand: new(),
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whoseTurn: WhichPlayer.Player1,
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playerInCheck: null,
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previousMove: new Move());
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/// <summary>
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/// Board state before any moves have been made, using standard setup and rules.
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/// </summary>
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public static BoardState StandardStarting => new(
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state: BuildStandardStartingBoardState(),
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player1Hand: [],
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player2Hand: [],
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whoseTurn: WhichPlayer.Player1,
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playerInCheck: null,
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previousMove: new Move());
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public BoardState(
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Dictionary<string, Piece?> state,
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List<Piece> player1Hand,
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List<Piece> player2Hand,
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WhichPlayer whoseTurn,
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WhichPlayer? playerInCheck,
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Move previousMove)
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{
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board = state;
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Player1Hand = player1Hand;
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Player2Hand = player2Hand;
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PreviousMove = previousMove;
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WhoseTurn = whoseTurn;
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InCheck = playerInCheck;
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}
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public BoardState(
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Dictionary<string, Piece?> state,
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List<Piece> player1Hand,
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List<Piece> player2Hand,
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WhichPlayer whoseTurn,
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WhichPlayer? playerInCheck,
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Move previousMove)
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{
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board = state;
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Player1Hand = player1Hand;
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Player2Hand = player2Hand;
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PreviousMove = previousMove;
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WhoseTurn = whoseTurn;
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InCheck = playerInCheck;
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}
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public BoardState(BoardState other)
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{
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board = new(81);
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foreach (var kvp in other.board)
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{
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var piece = kvp.Value;
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board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMove = other.PreviousMove;
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Player1Hand = new(other.Player1Hand);
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Player2Hand = new(other.Player2Hand);
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}
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public BoardState(BoardState other)
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{
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board = new(81);
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foreach (var kvp in other.board)
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{
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var piece = kvp.Value;
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board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMove = other.PreviousMove;
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Player1Hand = new(other.Player1Hand);
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Player2Hand = new(other.Player2Hand);
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}
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public ReadOnlyDictionary<string, Piece?> State => new(board);
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Move PreviousMove { get; set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public ReadOnlyDictionary<string, Piece?> State => new(board);
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Move PreviousMove { get; set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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}
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/// <summary>
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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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/// <summary>
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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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internal bool IsWithinPromotionZone(Vector2 position)
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{
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// TODO: Move this promotion zone logic into the StandardRules class.
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return WhoseTurn == WhichPlayer.Player1 && position.Y > 5
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|| WhoseTurn == WhichPlayer.Player2 && position.Y < 3;
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}
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internal bool IsWithinPromotionZone(Vector2 position)
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{
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internal static bool IsWithinBoardBoundary(Vector2 position)
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{
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return position.X <= 8 && position.X >= 0
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&& position.Y <= 8 && position.Y >= 0;
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}
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internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
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.Where(kvp => kvp.Value?.Owner == whichPlayer)
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.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
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.ToList();
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// TODO: Move this promotion zone logic into the StandardRules class.
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return WhoseTurn == WhichPlayer.Player1 && position.Y > 5
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|| WhoseTurn == WhichPlayer.Player2 && position.Y < 3;
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}
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internal void Capture(Vector2 to)
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{
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var piece = this[to];
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if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
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internal static bool IsWithinBoardBoundary(Vector2 position)
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{
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return position.X <= 8 && position.X >= 0
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&& position.Y <= 8 && position.Y >= 0;
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}
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piece.Capture(WhoseTurn);
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ActivePlayerHand.Add(piece);
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}
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internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
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.Where(kvp => kvp.Value?.Owner == whichPlayer)
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.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
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.ToList();
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/// <summary>
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/// Does not include the start position.
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/// </summary>
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internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
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{
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var next = start;
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while (IsWithinBoardBoundary(next + direction))
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{
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next += direction;
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yield return next;
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}
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}
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internal void Capture(Vector2 to)
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{
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var piece = this[to];
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if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
|
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|
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internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
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{
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foreach (var step in path)
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{
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if (this[step] != null) return this[step];
|
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}
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return null;
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}
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piece.Capture(WhoseTurn);
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ActivePlayerHand.Add(piece);
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}
|
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|
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private static Dictionary<string, Piece?> BuildStandardStartingBoardState()
|
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{
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return new Dictionary<string, Piece?>(81)
|
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{
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["A1"] = new Lance(WhichPlayer.Player1),
|
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["B1"] = new Knight(WhichPlayer.Player1),
|
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["C1"] = new SilverGeneral(WhichPlayer.Player1),
|
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["D1"] = new GoldGeneral(WhichPlayer.Player1),
|
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["E1"] = new King(WhichPlayer.Player1),
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["F1"] = new GoldGeneral(WhichPlayer.Player1),
|
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["G1"] = new SilverGeneral(WhichPlayer.Player1),
|
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["H1"] = new Knight(WhichPlayer.Player1),
|
||||
["I1"] = new Lance(WhichPlayer.Player1),
|
||||
/// <summary>
|
||||
/// Does not include the start position.
|
||||
/// </summary>
|
||||
internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
|
||||
{
|
||||
var next = start;
|
||||
while (IsWithinBoardBoundary(next + direction))
|
||||
{
|
||||
next += direction;
|
||||
yield return next;
|
||||
}
|
||||
}
|
||||
|
||||
["A2"] = null,
|
||||
["B2"] = new Bishop(WhichPlayer.Player1),
|
||||
["C2"] = null,
|
||||
["D2"] = null,
|
||||
["E2"] = null,
|
||||
["F2"] = null,
|
||||
["G2"] = null,
|
||||
["H2"] = new Rook(WhichPlayer.Player1),
|
||||
["I2"] = null,
|
||||
internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
|
||||
{
|
||||
foreach (var step in path)
|
||||
{
|
||||
if (this[step] != null) return this[step];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
["A3"] = new Pawn(WhichPlayer.Player1),
|
||||
["B3"] = new Pawn(WhichPlayer.Player1),
|
||||
["C3"] = new Pawn(WhichPlayer.Player1),
|
||||
["D3"] = new Pawn(WhichPlayer.Player1),
|
||||
["E3"] = new Pawn(WhichPlayer.Player1),
|
||||
["F3"] = new Pawn(WhichPlayer.Player1),
|
||||
["G3"] = new Pawn(WhichPlayer.Player1),
|
||||
["H3"] = new Pawn(WhichPlayer.Player1),
|
||||
["I3"] = new Pawn(WhichPlayer.Player1),
|
||||
private static Dictionary<string, Piece?> BuildStandardStartingBoardState()
|
||||
{
|
||||
return new Dictionary<string, Piece?>(81)
|
||||
{
|
||||
["A1"] = new Lance(WhichPlayer.Player1),
|
||||
["B1"] = new Knight(WhichPlayer.Player1),
|
||||
["C1"] = new SilverGeneral(WhichPlayer.Player1),
|
||||
["D1"] = new GoldGeneral(WhichPlayer.Player1),
|
||||
["E1"] = new King(WhichPlayer.Player1),
|
||||
["F1"] = new GoldGeneral(WhichPlayer.Player1),
|
||||
["G1"] = new SilverGeneral(WhichPlayer.Player1),
|
||||
["H1"] = new Knight(WhichPlayer.Player1),
|
||||
["I1"] = new Lance(WhichPlayer.Player1),
|
||||
|
||||
["A4"] = null,
|
||||
["B4"] = null,
|
||||
["C4"] = null,
|
||||
["D4"] = null,
|
||||
["E4"] = null,
|
||||
["F4"] = null,
|
||||
["G4"] = null,
|
||||
["H4"] = null,
|
||||
["I4"] = null,
|
||||
["A2"] = null,
|
||||
["B2"] = new Bishop(WhichPlayer.Player1),
|
||||
["C2"] = null,
|
||||
["D2"] = null,
|
||||
["E2"] = null,
|
||||
["F2"] = null,
|
||||
["G2"] = null,
|
||||
["H2"] = new Rook(WhichPlayer.Player1),
|
||||
["I2"] = null,
|
||||
|
||||
["A5"] = null,
|
||||
["B5"] = null,
|
||||
["C5"] = null,
|
||||
["D5"] = null,
|
||||
["E5"] = null,
|
||||
["F5"] = null,
|
||||
["G5"] = null,
|
||||
["H5"] = null,
|
||||
["I5"] = null,
|
||||
["A3"] = new Pawn(WhichPlayer.Player1),
|
||||
["B3"] = new Pawn(WhichPlayer.Player1),
|
||||
["C3"] = new Pawn(WhichPlayer.Player1),
|
||||
["D3"] = new Pawn(WhichPlayer.Player1),
|
||||
["E3"] = new Pawn(WhichPlayer.Player1),
|
||||
["F3"] = new Pawn(WhichPlayer.Player1),
|
||||
["G3"] = new Pawn(WhichPlayer.Player1),
|
||||
["H3"] = new Pawn(WhichPlayer.Player1),
|
||||
["I3"] = new Pawn(WhichPlayer.Player1),
|
||||
|
||||
["A6"] = null,
|
||||
["B6"] = null,
|
||||
["C6"] = null,
|
||||
["D6"] = null,
|
||||
["E6"] = null,
|
||||
["F6"] = null,
|
||||
["G6"] = null,
|
||||
["H6"] = null,
|
||||
["I6"] = null,
|
||||
["A4"] = null,
|
||||
["B4"] = null,
|
||||
["C4"] = null,
|
||||
["D4"] = null,
|
||||
["E4"] = null,
|
||||
["F4"] = null,
|
||||
["G4"] = null,
|
||||
["H4"] = null,
|
||||
["I4"] = null,
|
||||
|
||||
["A7"] = new Pawn(WhichPlayer.Player2),
|
||||
["B7"] = new Pawn(WhichPlayer.Player2),
|
||||
["C7"] = new Pawn(WhichPlayer.Player2),
|
||||
["D7"] = new Pawn(WhichPlayer.Player2),
|
||||
["E7"] = new Pawn(WhichPlayer.Player2),
|
||||
["F7"] = new Pawn(WhichPlayer.Player2),
|
||||
["G7"] = new Pawn(WhichPlayer.Player2),
|
||||
["H7"] = new Pawn(WhichPlayer.Player2),
|
||||
["I7"] = new Pawn(WhichPlayer.Player2),
|
||||
["A5"] = null,
|
||||
["B5"] = null,
|
||||
["C5"] = null,
|
||||
["D5"] = null,
|
||||
["E5"] = null,
|
||||
["F5"] = null,
|
||||
["G5"] = null,
|
||||
["H5"] = null,
|
||||
["I5"] = null,
|
||||
|
||||
["A8"] = null,
|
||||
["B8"] = new Rook(WhichPlayer.Player2),
|
||||
["C8"] = null,
|
||||
["D8"] = null,
|
||||
["E8"] = null,
|
||||
["F8"] = null,
|
||||
["G8"] = null,
|
||||
["H8"] = new Bishop(WhichPlayer.Player2),
|
||||
["I8"] = null,
|
||||
["A6"] = null,
|
||||
["B6"] = null,
|
||||
["C6"] = null,
|
||||
["D6"] = null,
|
||||
["E6"] = null,
|
||||
["F6"] = null,
|
||||
["G6"] = null,
|
||||
["H6"] = null,
|
||||
["I6"] = null,
|
||||
|
||||
["A9"] = new Lance(WhichPlayer.Player2),
|
||||
["B9"] = new Knight(WhichPlayer.Player2),
|
||||
["C9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["D9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["E9"] = new King(WhichPlayer.Player2),
|
||||
["F9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["G9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["H9"] = new Knight(WhichPlayer.Player2),
|
||||
["I9"] = new Lance(WhichPlayer.Player2)
|
||||
};
|
||||
}
|
||||
["A7"] = new Pawn(WhichPlayer.Player2),
|
||||
["B7"] = new Pawn(WhichPlayer.Player2),
|
||||
["C7"] = new Pawn(WhichPlayer.Player2),
|
||||
["D7"] = new Pawn(WhichPlayer.Player2),
|
||||
["E7"] = new Pawn(WhichPlayer.Player2),
|
||||
["F7"] = new Pawn(WhichPlayer.Player2),
|
||||
["G7"] = new Pawn(WhichPlayer.Player2),
|
||||
["H7"] = new Pawn(WhichPlayer.Player2),
|
||||
["I7"] = new Pawn(WhichPlayer.Player2),
|
||||
|
||||
["A8"] = null,
|
||||
["B8"] = new Rook(WhichPlayer.Player2),
|
||||
["C8"] = null,
|
||||
["D8"] = null,
|
||||
["E8"] = null,
|
||||
["F8"] = null,
|
||||
["G8"] = null,
|
||||
["H8"] = new Bishop(WhichPlayer.Player2),
|
||||
["I8"] = null,
|
||||
|
||||
["A9"] = new Lance(WhichPlayer.Player2),
|
||||
["B9"] = new Knight(WhichPlayer.Player2),
|
||||
["C9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["D9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["E9"] = new King(WhichPlayer.Player2),
|
||||
["F9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["G9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["H9"] = new Knight(WhichPlayer.Player2),
|
||||
["I9"] = new Lance(WhichPlayer.Player2)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,12 +7,12 @@ namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(6)
|
||||
{
|
||||
new Path(Direction.Up),
|
||||
new Path(Direction.UpLeft),
|
||||
new Path(Direction.UpRight),
|
||||
new Path(Direction.Forward),
|
||||
new Path(Direction.ForwardLeft),
|
||||
new Path(Direction.ForwardRight),
|
||||
new Path(Direction.Left),
|
||||
new Path(Direction.Right),
|
||||
new Path(Direction.Down)
|
||||
new Path(Direction.Backward)
|
||||
});
|
||||
|
||||
public static readonly ReadOnlyCollection<Path> Player2Paths =
|
||||
|
||||
@@ -7,14 +7,14 @@ namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal static readonly ReadOnlyCollection<Path> KingPaths = new(new List<Path>(8)
|
||||
{
|
||||
new Path(Direction.Up),
|
||||
new Path(Direction.Forward),
|
||||
new Path(Direction.Left),
|
||||
new Path(Direction.Right),
|
||||
new Path(Direction.Down),
|
||||
new Path(Direction.UpLeft),
|
||||
new Path(Direction.UpRight),
|
||||
new Path(Direction.DownLeft),
|
||||
new Path(Direction.DownRight)
|
||||
new Path(Direction.Backward),
|
||||
new Path(Direction.ForwardLeft),
|
||||
new Path(Direction.ForwardRight),
|
||||
new Path(Direction.BackwardLeft),
|
||||
new Path(Direction.BackwardRight)
|
||||
});
|
||||
|
||||
public King(WhichPlayer owner, bool isPromoted = false)
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(1)
|
||||
{
|
||||
new Path(Direction.Up, Distance.MultiStep),
|
||||
new Path(Direction.Forward, Distance.MultiStep),
|
||||
});
|
||||
|
||||
public static readonly ReadOnlyCollection<Path> Player2Paths =
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(1)
|
||||
{
|
||||
new Path(Direction.Up)
|
||||
new Path(Direction.Forward)
|
||||
});
|
||||
|
||||
public static readonly ReadOnlyCollection<Path> Player2Paths =
|
||||
|
||||
@@ -7,22 +7,22 @@ public record class Rook : Piece
|
||||
{
|
||||
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(4)
|
||||
{
|
||||
new Path(Direction.Up, Distance.MultiStep),
|
||||
new Path(Direction.Forward, Distance.MultiStep),
|
||||
new Path(Direction.Left, Distance.MultiStep),
|
||||
new Path(Direction.Right, Distance.MultiStep),
|
||||
new Path(Direction.Down, Distance.MultiStep)
|
||||
new Path(Direction.Backward, Distance.MultiStep)
|
||||
});
|
||||
|
||||
private static readonly ReadOnlyCollection<Path> PromotedPlayer1Paths = new(new List<Path>(8)
|
||||
{
|
||||
new Path(Direction.Up, Distance.MultiStep),
|
||||
new Path(Direction.Forward, Distance.MultiStep),
|
||||
new Path(Direction.Left, Distance.MultiStep),
|
||||
new Path(Direction.Right, Distance.MultiStep),
|
||||
new Path(Direction.Down, Distance.MultiStep),
|
||||
new Path(Direction.UpLeft),
|
||||
new Path(Direction.UpRight),
|
||||
new Path(Direction.DownLeft),
|
||||
new Path(Direction.DownRight)
|
||||
new Path(Direction.Backward, Distance.MultiStep),
|
||||
new Path(Direction.ForwardLeft),
|
||||
new Path(Direction.ForwardRight),
|
||||
new Path(Direction.BackwardLeft),
|
||||
new Path(Direction.BackwardRight)
|
||||
});
|
||||
|
||||
public static readonly ReadOnlyCollection<Path> Player2Paths =
|
||||
|
||||
@@ -7,11 +7,11 @@ namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(4)
|
||||
{
|
||||
new Path(Direction.Up),
|
||||
new Path(Direction.UpLeft),
|
||||
new Path(Direction.UpRight),
|
||||
new Path(Direction.DownLeft),
|
||||
new Path(Direction.DownRight)
|
||||
new Path(Direction.Forward),
|
||||
new Path(Direction.ForwardLeft),
|
||||
new Path(Direction.ForwardRight),
|
||||
new Path(Direction.BackwardLeft),
|
||||
new Path(Direction.BackwardRight)
|
||||
});
|
||||
|
||||
public static readonly ReadOnlyCollection<Path> Player2Paths =
|
||||
|
||||
@@ -1,14 +1,19 @@
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
|
||||
public enum WhichPiece
|
||||
{
|
||||
public enum WhichPiece
|
||||
{
|
||||
King,
|
||||
GoldGeneral,
|
||||
SilverGeneral,
|
||||
Bishop,
|
||||
Rook,
|
||||
Knight,
|
||||
Lance,
|
||||
Pawn
|
||||
}
|
||||
King,
|
||||
GoldGeneral,
|
||||
SilverGeneral,
|
||||
PromotedSilverGeneral,
|
||||
Bishop,
|
||||
PromotedBishop,
|
||||
Rook,
|
||||
PromotedRook,
|
||||
Knight,
|
||||
PromotedKnight,
|
||||
Lance,
|
||||
PromotedLance,
|
||||
Pawn
|
||||
PromotedPawn
|
||||
}
|
||||
|
||||
@@ -1,22 +1,15 @@
|
||||
using System.Numerics;
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing
|
||||
{
|
||||
/// <summary>
|
||||
/// Directions are relative to the perspective of Player 1.
|
||||
/// Up points towards player 1. Down points towards player 2.
|
||||
/// </summary>
|
||||
public static class Direction
|
||||
{
|
||||
public static readonly Vector2 Up = new(0, 1);
|
||||
public static readonly Vector2 Down = new(0, -1);
|
||||
public static readonly Vector2 Left = new(-1, 0);
|
||||
public static readonly Vector2 Right = new(1, 0);
|
||||
public static readonly Vector2 UpLeft = new(-1, 1);
|
||||
public static readonly Vector2 UpRight = new(1, 1);
|
||||
public static readonly Vector2 DownLeft = new(-1, -1);
|
||||
public static readonly Vector2 DownRight = new(1, -1);
|
||||
public static readonly Vector2 KnightLeft = new(-1, 2);
|
||||
public static readonly Vector2 KnightRight = new(1, 2);
|
||||
}
|
||||
}
|
||||
public static class Direction
|
||||
{
|
||||
public static readonly Vector2 Forward = new(0, 1);
|
||||
public static readonly Vector2 Backward = new(0, -1);
|
||||
public static readonly Vector2 Left = new(-1, 0);
|
||||
public static readonly Vector2 Right = new(1, 0);
|
||||
public static readonly Vector2 ForwardLeft = new(-1, 1);
|
||||
public static readonly Vector2 ForwardRight = new(1, 1);
|
||||
public static readonly Vector2 BackwardLeft = new(-1, -1);
|
||||
public static readonly Vector2 BackwardRight = new(1, -1);
|
||||
public static readonly Vector2 KnightLeft = new(-1, 2);
|
||||
public static readonly Vector2 KnightRight = new(1, 2);
|
||||
}
|
||||
|
||||
@@ -1,41 +1,33 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
|
||||
[DebuggerDisplay("{Direction} - {Distance}")]
|
||||
public record Path(Vector2 Direction, Distance Distance = Distance.OneStep)
|
||||
{
|
||||
[DebuggerDisplay("{Direction} - {Distance}")]
|
||||
public class Path
|
||||
{
|
||||
public Vector2 Direction { get; }
|
||||
public Distance Distance { get; }
|
||||
public Path(Vector2 direction, Distance distance = Distance.OneStep)
|
||||
{
|
||||
Direction = direction;
|
||||
Distance = distance;
|
||||
}
|
||||
|
||||
public Path Invert() => new(Vector2.Negate(Direction), Distance);
|
||||
}
|
||||
|
||||
public static class PathExtensions
|
||||
{
|
||||
public static Path GetNearestPath(this IEnumerable<Path> paths, Vector2 start, Vector2 end)
|
||||
{
|
||||
if (!paths.DefaultIfEmpty().Any())
|
||||
{
|
||||
throw new ArgumentException("No paths to get nearest path from.");
|
||||
}
|
||||
|
||||
var shortestPath = paths.First();
|
||||
foreach (var path in paths.Skip(1))
|
||||
{
|
||||
var distance = Vector2.Distance(start + path.Direction, end);
|
||||
var shortestDistance = Vector2.Distance(start + shortestPath.Direction, end);
|
||||
if (distance < shortestDistance)
|
||||
{
|
||||
shortestPath = path;
|
||||
}
|
||||
}
|
||||
return shortestPath;
|
||||
}
|
||||
}
|
||||
public Path Invert() => new(Vector2.Negate(Direction), Distance);
|
||||
}
|
||||
|
||||
public static class PathExtensions
|
||||
{
|
||||
public static Path GetNearestPath(this IEnumerable<Path> paths, Vector2 start, Vector2 end)
|
||||
{
|
||||
if (!paths.DefaultIfEmpty().Any())
|
||||
{
|
||||
throw new ArgumentException("No paths to get nearest path from.");
|
||||
}
|
||||
|
||||
var shortestPath = paths.First();
|
||||
foreach (var path in paths.Skip(1))
|
||||
{
|
||||
var distance = Vector2.Distance(start + path.Direction, end);
|
||||
var shortestDistance = Vector2.Distance(start + shortestPath.Direction, end);
|
||||
if (distance < shortestDistance)
|
||||
{
|
||||
shortestPath = path;
|
||||
}
|
||||
}
|
||||
return shortestPath;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user