yarp
This commit is contained in:
232
.editorconfig
Normal file
232
.editorconfig
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@@ -0,0 +1,232 @@
|
||||
# Remove the line below if you want to inherit .editorconfig settings from higher directories
|
||||
root = true
|
||||
|
||||
# C# files
|
||||
[*.cs]
|
||||
|
||||
#### Core EditorConfig Options ####
|
||||
|
||||
# Indentation and spacing
|
||||
indent_size = 2
|
||||
indent_style = tab
|
||||
tab_width = 2
|
||||
|
||||
# New line preferences
|
||||
end_of_line = crlf
|
||||
insert_final_newline = false
|
||||
|
||||
#### .NET Coding Conventions ####
|
||||
|
||||
# Organize usings
|
||||
dotnet_separate_import_directive_groups = false
|
||||
dotnet_sort_system_directives_first = false
|
||||
file_header_template = unset
|
||||
|
||||
# this. and Me. preferences
|
||||
dotnet_style_qualification_for_event = false
|
||||
dotnet_style_qualification_for_field = false
|
||||
dotnet_style_qualification_for_method = false
|
||||
dotnet_style_qualification_for_property = false
|
||||
|
||||
# Language keywords vs BCL types preferences
|
||||
dotnet_style_predefined_type_for_locals_parameters_members = true
|
||||
dotnet_style_predefined_type_for_member_access = true
|
||||
|
||||
# Parentheses preferences
|
||||
dotnet_style_parentheses_in_arithmetic_binary_operators = always_for_clarity
|
||||
dotnet_style_parentheses_in_other_binary_operators = always_for_clarity
|
||||
dotnet_style_parentheses_in_other_operators = never_if_unnecessary
|
||||
dotnet_style_parentheses_in_relational_binary_operators = always_for_clarity
|
||||
|
||||
# Modifier preferences
|
||||
dotnet_style_require_accessibility_modifiers = for_non_interface_members
|
||||
|
||||
# Expression-level preferences
|
||||
dotnet_style_coalesce_expression = true
|
||||
dotnet_style_collection_initializer = true
|
||||
dotnet_style_explicit_tuple_names = true
|
||||
dotnet_style_namespace_match_folder = true
|
||||
dotnet_style_null_propagation = true
|
||||
dotnet_style_object_initializer = true
|
||||
dotnet_style_operator_placement_when_wrapping = beginning_of_line
|
||||
dotnet_style_prefer_auto_properties = true
|
||||
dotnet_style_prefer_collection_expression = when_types_loosely_match
|
||||
dotnet_style_prefer_compound_assignment = true
|
||||
dotnet_style_prefer_conditional_expression_over_assignment = true
|
||||
dotnet_style_prefer_conditional_expression_over_return = true
|
||||
dotnet_style_prefer_foreach_explicit_cast_in_source = when_strongly_typed
|
||||
dotnet_style_prefer_inferred_anonymous_type_member_names = true
|
||||
dotnet_style_prefer_inferred_tuple_names = true
|
||||
dotnet_style_prefer_is_null_check_over_reference_equality_method = true
|
||||
dotnet_style_prefer_simplified_boolean_expressions = true
|
||||
dotnet_style_prefer_simplified_interpolation = true
|
||||
|
||||
# Field preferences
|
||||
dotnet_style_readonly_field = true
|
||||
|
||||
# Parameter preferences
|
||||
dotnet_code_quality_unused_parameters = all
|
||||
|
||||
# Suppression preferences
|
||||
dotnet_remove_unnecessary_suppression_exclusions = none
|
||||
|
||||
# New line preferences
|
||||
dotnet_style_allow_multiple_blank_lines_experimental = true
|
||||
dotnet_style_allow_statement_immediately_after_block_experimental = true
|
||||
|
||||
#### C# Coding Conventions ####
|
||||
|
||||
# var preferences
|
||||
csharp_style_var_elsewhere = false
|
||||
csharp_style_var_for_built_in_types = false
|
||||
csharp_style_var_when_type_is_apparent = false
|
||||
|
||||
# Expression-bodied members
|
||||
csharp_style_expression_bodied_accessors = true
|
||||
csharp_style_expression_bodied_constructors = false
|
||||
csharp_style_expression_bodied_indexers = true
|
||||
csharp_style_expression_bodied_lambdas = true
|
||||
csharp_style_expression_bodied_local_functions = false
|
||||
csharp_style_expression_bodied_methods = false
|
||||
csharp_style_expression_bodied_operators = false
|
||||
csharp_style_expression_bodied_properties = true
|
||||
|
||||
# Pattern matching preferences
|
||||
csharp_style_pattern_matching_over_as_with_null_check = true
|
||||
csharp_style_pattern_matching_over_is_with_cast_check = true
|
||||
csharp_style_prefer_extended_property_pattern = true
|
||||
csharp_style_prefer_not_pattern = true
|
||||
csharp_style_prefer_pattern_matching = true
|
||||
csharp_style_prefer_switch_expression = true
|
||||
|
||||
# Null-checking preferences
|
||||
csharp_style_conditional_delegate_call = true
|
||||
|
||||
# Modifier preferences
|
||||
csharp_prefer_static_anonymous_function = true
|
||||
csharp_prefer_static_local_function = true
|
||||
csharp_preferred_modifier_order = public,private,protected,internal,file,static,extern,new,virtual,abstract,sealed,override,readonly,unsafe,required,volatile,async
|
||||
csharp_style_prefer_readonly_struct = true
|
||||
csharp_style_prefer_readonly_struct_member = true
|
||||
|
||||
# Code-block preferences
|
||||
csharp_prefer_braces = true
|
||||
csharp_prefer_simple_using_statement = true
|
||||
csharp_style_namespace_declarations = block_scoped
|
||||
csharp_style_prefer_method_group_conversion = true
|
||||
csharp_style_prefer_primary_constructors = true
|
||||
csharp_style_prefer_top_level_statements = true
|
||||
|
||||
# Expression-level preferences
|
||||
csharp_prefer_simple_default_expression = true
|
||||
csharp_style_deconstructed_variable_declaration = true
|
||||
csharp_style_implicit_object_creation_when_type_is_apparent = true
|
||||
csharp_style_inlined_variable_declaration = true
|
||||
csharp_style_prefer_index_operator = true
|
||||
csharp_style_prefer_local_over_anonymous_function = true
|
||||
csharp_style_prefer_null_check_over_type_check = true
|
||||
csharp_style_prefer_range_operator = true
|
||||
csharp_style_prefer_tuple_swap = true
|
||||
csharp_style_prefer_utf8_string_literals = true
|
||||
csharp_style_throw_expression = true
|
||||
csharp_style_unused_value_assignment_preference = discard_variable
|
||||
csharp_style_unused_value_expression_statement_preference = discard_variable
|
||||
|
||||
# 'using' directive preferences
|
||||
csharp_using_directive_placement = outside_namespace
|
||||
|
||||
# New line preferences
|
||||
csharp_style_allow_blank_line_after_colon_in_constructor_initializer_experimental = true
|
||||
csharp_style_allow_blank_line_after_token_in_arrow_expression_clause_experimental = true
|
||||
csharp_style_allow_blank_line_after_token_in_conditional_expression_experimental = true
|
||||
csharp_style_allow_blank_lines_between_consecutive_braces_experimental = true
|
||||
csharp_style_allow_embedded_statements_on_same_line_experimental = true
|
||||
|
||||
#### C# Formatting Rules ####
|
||||
|
||||
# New line preferences
|
||||
csharp_new_line_before_catch = true
|
||||
csharp_new_line_before_else = true
|
||||
csharp_new_line_before_finally = true
|
||||
csharp_new_line_before_members_in_anonymous_types = true
|
||||
csharp_new_line_before_members_in_object_initializers = true
|
||||
csharp_new_line_before_open_brace = all
|
||||
csharp_new_line_between_query_expression_clauses = true
|
||||
|
||||
# Indentation preferences
|
||||
csharp_indent_block_contents = true
|
||||
csharp_indent_braces = false
|
||||
csharp_indent_case_contents = true
|
||||
csharp_indent_case_contents_when_block = true
|
||||
csharp_indent_labels = one_less_than_current
|
||||
csharp_indent_switch_labels = true
|
||||
|
||||
# Space preferences
|
||||
csharp_space_after_cast = false
|
||||
csharp_space_after_colon_in_inheritance_clause = true
|
||||
csharp_space_after_comma = true
|
||||
csharp_space_after_dot = false
|
||||
csharp_space_after_keywords_in_control_flow_statements = true
|
||||
csharp_space_after_semicolon_in_for_statement = true
|
||||
csharp_space_around_binary_operators = before_and_after
|
||||
csharp_space_around_declaration_statements = false
|
||||
csharp_space_before_colon_in_inheritance_clause = true
|
||||
csharp_space_before_comma = false
|
||||
csharp_space_before_dot = false
|
||||
csharp_space_before_open_square_brackets = false
|
||||
csharp_space_before_semicolon_in_for_statement = false
|
||||
csharp_space_between_empty_square_brackets = false
|
||||
csharp_space_between_method_call_empty_parameter_list_parentheses = false
|
||||
csharp_space_between_method_call_name_and_opening_parenthesis = false
|
||||
csharp_space_between_method_call_parameter_list_parentheses = false
|
||||
csharp_space_between_method_declaration_empty_parameter_list_parentheses = false
|
||||
csharp_space_between_method_declaration_name_and_open_parenthesis = false
|
||||
csharp_space_between_method_declaration_parameter_list_parentheses = false
|
||||
csharp_space_between_parentheses = false
|
||||
csharp_space_between_square_brackets = false
|
||||
|
||||
# Wrapping preferences
|
||||
csharp_preserve_single_line_blocks = true
|
||||
csharp_preserve_single_line_statements = true
|
||||
|
||||
#### Naming styles ####
|
||||
|
||||
# Naming rules
|
||||
|
||||
dotnet_naming_rule.interface_should_be_begins_with_i.severity = suggestion
|
||||
dotnet_naming_rule.interface_should_be_begins_with_i.symbols = interface
|
||||
dotnet_naming_rule.interface_should_be_begins_with_i.style = begins_with_i
|
||||
|
||||
dotnet_naming_rule.types_should_be_pascal_case.severity = suggestion
|
||||
dotnet_naming_rule.types_should_be_pascal_case.symbols = types
|
||||
dotnet_naming_rule.types_should_be_pascal_case.style = pascal_case
|
||||
|
||||
dotnet_naming_rule.non_field_members_should_be_pascal_case.severity = suggestion
|
||||
dotnet_naming_rule.non_field_members_should_be_pascal_case.symbols = non_field_members
|
||||
dotnet_naming_rule.non_field_members_should_be_pascal_case.style = pascal_case
|
||||
|
||||
# Symbol specifications
|
||||
|
||||
dotnet_naming_symbols.interface.applicable_kinds = interface
|
||||
dotnet_naming_symbols.interface.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
|
||||
dotnet_naming_symbols.interface.required_modifiers =
|
||||
|
||||
dotnet_naming_symbols.types.applicable_kinds = class, struct, interface, enum
|
||||
dotnet_naming_symbols.types.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
|
||||
dotnet_naming_symbols.types.required_modifiers =
|
||||
|
||||
dotnet_naming_symbols.non_field_members.applicable_kinds = property, event, method
|
||||
dotnet_naming_symbols.non_field_members.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
|
||||
dotnet_naming_symbols.non_field_members.required_modifiers =
|
||||
|
||||
# Naming styles
|
||||
|
||||
dotnet_naming_style.pascal_case.required_prefix =
|
||||
dotnet_naming_style.pascal_case.required_suffix =
|
||||
dotnet_naming_style.pascal_case.word_separator =
|
||||
dotnet_naming_style.pascal_case.capitalization = pascal_case
|
||||
|
||||
dotnet_naming_style.begins_with_i.required_prefix = I
|
||||
dotnet_naming_style.begins_with_i.required_suffix =
|
||||
dotnet_naming_style.begins_with_i.word_separator =
|
||||
dotnet_naming_style.begins_with_i.capitalization = pascal_case
|
||||
11
Shogi.Domain/Other/PieceRulesRegistration.cs
Normal file
11
Shogi.Domain/Other/PieceRulesRegistration.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
|
||||
namespace Shogi.Domain.Other;
|
||||
|
||||
public record PieceRulesRegistration<TPiece>(TPiece WhichPiece, ICollection<Path> MoveSet) where TPiece : Enum
|
||||
{
|
||||
}
|
||||
|
||||
public record PieceInPlay<TPiece>(TPiece WhichPiece, int OwningPlayerNumber) where TPiece : Enum
|
||||
{
|
||||
}
|
||||
61
Shogi.Domain/Other/Rules.cs
Normal file
61
Shogi.Domain/Other/Rules.cs
Normal file
@@ -0,0 +1,61 @@
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Drawing;
|
||||
|
||||
namespace Shogi.Domain.Other;
|
||||
|
||||
public class Rules<TPiece> where TPiece : Enum
|
||||
{
|
||||
private Vector2 boardSize;
|
||||
private TPiece theKing;
|
||||
private Dictionary<TPiece, ICollection<Path>> piecePaths;
|
||||
|
||||
/// <summary>
|
||||
/// Begin a new set of rules. If any rules already exist, this method will erase them.
|
||||
/// </summary>
|
||||
/// <param name="boardSize">The size of the game board in tiles. For examples, Chess is 8x8 and Shogi is 9x9.</param>
|
||||
/// <param name="king">The piece that represents the King for each player or the piece that, when lost, results in losing the game.</param>
|
||||
public Rules<TPiece> CreateNewRules(Vector2 boardSize, TPiece king)
|
||||
{
|
||||
this.boardSize = boardSize;
|
||||
theKing = king;
|
||||
piecePaths = [];
|
||||
return this;
|
||||
}
|
||||
|
||||
public Rules<TPiece> RegisterPieceWithRules(PieceRulesRegistration<TPiece> pieceToRegister)
|
||||
{
|
||||
if (piecePaths.ContainsKey(pieceToRegister.WhichPiece))
|
||||
{
|
||||
throw new ArgumentException("This type of piece has already been registered.", nameof(pieceToRegister));
|
||||
}
|
||||
|
||||
piecePaths.Add(pieceToRegister.WhichPiece, pieceToRegister.MoveSet);
|
||||
return this;
|
||||
}
|
||||
|
||||
public int ValidateMove(Vector2 start, Vector2 end, TPiece[][] board)
|
||||
{
|
||||
if (board.GetLength(0) != boardSize.X || board.GetLength(1) != boardSize.Y)
|
||||
{
|
||||
throw new ArgumentException($"2D array dimensions must match boardSize given during {nameof(CreateNewRules)} method.", nameof(board));
|
||||
}
|
||||
if (start - start != Vector2.Zero)
|
||||
{
|
||||
throw new ArgumentException("Negative values not allowed.", nameof(start));
|
||||
}
|
||||
if (end - end != Vector2.Zero)
|
||||
{
|
||||
throw new ArgumentException("Negative values not allowed.", nameof(end));
|
||||
}
|
||||
if (start.X >= boardSize.X || start.Y >= boardSize.Y)
|
||||
{
|
||||
throw new ArgumentException("Start position must be within the given boardSize.", nameof(start));
|
||||
}
|
||||
if (end.X >= boardSize.X || end.Y >= boardSize.Y)
|
||||
{
|
||||
throw new ArgumentException("End position must be within the given boardSize.", nameof(end));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -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 =
|
||||
|
||||
@@ -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)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Shogi.Contracts", "Shogi.Co
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{E69DE334-29A7-46AE-9647-54DC0187CD8D}"
|
||||
ProjectSection(SolutionItems) = preProject
|
||||
.editorconfig = .editorconfig
|
||||
.gitignore = .gitignore
|
||||
azure-pipelines.yml = azure-pipelines.yml
|
||||
global.json = global.json
|
||||
|
||||
@@ -22,10 +22,10 @@ public class RookShould
|
||||
{
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
@@ -38,14 +38,14 @@ public class RookShould
|
||||
// Assert
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
@@ -53,10 +53,10 @@ public class RookShould
|
||||
{
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
@@ -69,14 +69,14 @@ public class RookShould
|
||||
// Assert
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user