This commit is contained in:
2024-09-26 21:11:47 -05:00
parent 6b5bb96de7
commit 81dd267290
16 changed files with 636 additions and 339 deletions

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@@ -7,22 +7,22 @@ namespace Shogi.Domain.ValueObjects
{
private static readonly ReadOnlyCollection<Path> BishopPaths = new(new List<Path>(4)
{
new Path(Direction.UpLeft, Distance.MultiStep),
new Path(Direction.UpRight, Distance.MultiStep),
new Path(Direction.DownLeft, Distance.MultiStep),
new Path(Direction.DownRight, Distance.MultiStep)
new Path(Direction.ForwardLeft, Distance.MultiStep),
new Path(Direction.ForwardRight, Distance.MultiStep),
new Path(Direction.BackwardLeft, Distance.MultiStep),
new Path(Direction.BackwardRight, Distance.MultiStep)
});
public static readonly ReadOnlyCollection<Path> PromotedBishopPaths = 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, Distance.MultiStep),
new Path(Direction.UpRight, Distance.MultiStep),
new Path(Direction.DownLeft, Distance.MultiStep),
new Path(Direction.DownRight, Distance.MultiStep)
new Path(Direction.Backward),
new Path(Direction.ForwardLeft, Distance.MultiStep),
new Path(Direction.ForwardRight, Distance.MultiStep),
new Path(Direction.BackwardLeft, Distance.MultiStep),
new Path(Direction.BackwardRight, Distance.MultiStep)
});
public static readonly ReadOnlyCollection<Path> Player2Paths =

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@@ -6,247 +6,249 @@ namespace Shogi.Domain.ValueObjects;
public class BoardState
{
/// <summary>
/// Board state before any moves have been made, using standard setup and rules.
/// </summary>
public static BoardState StandardStarting => new(
state: BuildStandardStartingBoardState(),
player1Hand: new(),
player2Hand: new(),
whoseTurn: WhichPlayer.Player1,
playerInCheck: null,
previousMove: new Move());
/// <summary>
/// Board state before any moves have been made, using standard setup and rules.
/// </summary>
public static BoardState StandardStarting => new(
state: BuildStandardStartingBoardState(),
player1Hand: [],
player2Hand: [],
whoseTurn: WhichPlayer.Player1,
playerInCheck: null,
previousMove: new Move());
/// <summary>
/// Key is position notation, such as "E4".
/// </summary>
private readonly Dictionary<string, Piece?> board;
/// <summary>
/// Key is position notation, such as "E4".
/// </summary>
private readonly Dictionary<string, Piece?> board;
public BoardState(
Dictionary<string, Piece?> state,
List<Piece> player1Hand,
List<Piece> player2Hand,
WhichPlayer whoseTurn,
WhichPlayer? playerInCheck,
Move previousMove)
{
board = state;
Player1Hand = player1Hand;
Player2Hand = player2Hand;
PreviousMove = previousMove;
WhoseTurn = whoseTurn;
InCheck = playerInCheck;
}
public BoardState(
Dictionary<string, Piece?> state,
List<Piece> player1Hand,
List<Piece> player2Hand,
WhichPlayer whoseTurn,
WhichPlayer? playerInCheck,
Move previousMove)
{
board = state;
Player1Hand = player1Hand;
Player2Hand = player2Hand;
PreviousMove = previousMove;
WhoseTurn = whoseTurn;
InCheck = playerInCheck;
}
/// <summary>
/// Copy constructor.
/// </summary>
public BoardState(BoardState other)
{
board = new(81);
foreach (var kvp in other.board)
{
var piece = kvp.Value;
board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
}
WhoseTurn = other.WhoseTurn;
InCheck = other.InCheck;
IsCheckmate = other.IsCheckmate;
PreviousMove = other.PreviousMove;
Player1Hand = new(other.Player1Hand);
Player2Hand = new(other.Player2Hand);
}
/// <summary>
/// Copy constructor.
/// </summary>
public BoardState(BoardState other)
{
board = new(81);
foreach (var kvp in other.board)
{
var piece = kvp.Value;
board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
}
WhoseTurn = other.WhoseTurn;
InCheck = other.InCheck;
IsCheckmate = other.IsCheckmate;
PreviousMove = other.PreviousMove;
Player1Hand = new(other.Player1Hand);
Player2Hand = new(other.Player2Hand);
}
public ReadOnlyDictionary<string, Piece?> State => new(board);
public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
public Vector2 Player1KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
{
var piece = kvp.Value;
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
}).Key);
public Vector2 Player2KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
{
var piece = kvp.Value;
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
}).Key);
public List<Piece> Player1Hand { get; }
public List<Piece> Player2Hand { get; }
public Move PreviousMove { get; set; }
public WhichPlayer WhoseTurn { get; set; }
public WhichPlayer? InCheck { get; set; }
public bool IsCheckmate { get; set; }
public ReadOnlyDictionary<string, Piece?> State => new(board);
public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
public Vector2 Player1KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
{
var piece = kvp.Value;
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
}).Key);
public Vector2 Player2KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
{
var piece = kvp.Value;
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
}).Key);
public List<Piece> Player1Hand { get; }
public List<Piece> Player2Hand { get; }
public Move PreviousMove { get; set; }
public WhichPlayer WhoseTurn { get; set; }
public WhichPlayer? InCheck { get; set; }
public bool IsCheckmate { get; set; }
public Piece? this[string notation]
{
// TODO: Validate "notation" here and throw an exception if invalid.
get => board[notation];
set => board[notation] = value;
}
public Piece? this[string notation]
{
// TODO: Validate "notation" here and throw an exception if invalid.
get => board[notation];
set => board[notation] = value;
}
public Piece? this[Vector2 vector]
{
get => this[Notation.ToBoardNotation(vector)];
set => this[Notation.ToBoardNotation(vector)] = value;
}
public Piece? this[Vector2 vector]
{
get => this[Notation.ToBoardNotation(vector)];
set => this[Notation.ToBoardNotation(vector)] = value;
}
public Piece? this[int x, int y]
{
get => this[Notation.ToBoardNotation(x, y)];
set => this[Notation.ToBoardNotation(x, y)] = value;
}
public Piece? this[int x, int y]
{
get => this[Notation.ToBoardNotation(x, y)];
set => this[Notation.ToBoardNotation(x, y)] = value;
}
/// <summary>
/// Returns true if the given path can be traversed without colliding into a piece.
/// </summary>
public bool IsPathBlocked(IEnumerable<Vector2> path)
{
return !path.Any()
|| path.SkipLast(1).Any(position => this[position] != null)
|| this[path.Last()]?.Owner == WhoseTurn;
}
/// <summary>
/// Returns true if the given path can be traversed without colliding into a piece.
/// </summary>
public bool IsPathBlocked(IEnumerable<Vector2> path)
{
return !path.Any()
|| path.SkipLast(1).Any(position => this[position] != null)
|| this[path.Last()]?.Owner == WhoseTurn;
}
internal bool IsWithinPromotionZone(Vector2 position)
{
// TODO: Move this promotion zone logic into the StandardRules class.
return WhoseTurn == WhichPlayer.Player1 && position.Y > 5
|| WhoseTurn == WhichPlayer.Player2 && position.Y < 3;
}
internal bool IsWithinPromotionZone(Vector2 position)
{
internal static bool IsWithinBoardBoundary(Vector2 position)
{
return position.X <= 8 && position.X >= 0
&& position.Y <= 8 && position.Y >= 0;
}
internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
.Where(kvp => kvp.Value?.Owner == whichPlayer)
.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
.ToList();
// TODO: Move this promotion zone logic into the StandardRules class.
return WhoseTurn == WhichPlayer.Player1 && position.Y > 5
|| WhoseTurn == WhichPlayer.Player2 && position.Y < 3;
}
internal void Capture(Vector2 to)
{
var piece = this[to];
if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
internal static bool IsWithinBoardBoundary(Vector2 position)
{
return position.X <= 8 && position.X >= 0
&& position.Y <= 8 && position.Y >= 0;
}
piece.Capture(WhoseTurn);
ActivePlayerHand.Add(piece);
}
internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
.Where(kvp => kvp.Value?.Owner == whichPlayer)
.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
.ToList();
/// <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;
}
}
internal void Capture(Vector2 to)
{
var piece = this[to];
if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
{
foreach (var step in path)
{
if (this[step] != null) return this[step];
}
return null;
}
piece.Capture(WhoseTurn);
ActivePlayerHand.Add(piece);
}
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),
/// <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)
};
}
}

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@@ -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 =

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@@ -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)

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@@ -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 =

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@@ -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 =

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@@ -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 =

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@@ -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 =

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@@ -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
}