Merged in better-communication (pull request #49)

Better communication
This commit is contained in:
2022-05-10 22:14:25 +00:00
parent 04f2d115ad
commit 8951cd4223
26 changed files with 1397 additions and 811 deletions

View File

@@ -1,6 +1,7 @@
using Gameboard.ShogiUI.Sockets.ServiceModels.Types;
using System.Text;
using System.Text.RegularExpressions;
using Domain = Shogi.Domain;
namespace Gameboard.ShogiUI.Sockets.Extensions
{

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@@ -22,6 +22,7 @@
<ItemGroup>
<ProjectReference Include="..\Gameboard.ShogiUI.Sockets.ServiceModels\Gameboard.ShogiUI.Sockets.ServiceModels.csproj" />
<ProjectReference Include="..\PathFinding\PathFinding.csproj" />
<ProjectReference Include="..\Shogi.Domain\Shogi.Domain.csproj" />
</ItemGroup>

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@@ -7,6 +7,7 @@ using Xunit;
using Xunit.Abstractions;
using WhichPiece = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPiece;
using WhichPerspective = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPerspective;
using ShogiModel = Gameboard.ShogiUI.Sockets.Models.Shogi;
namespace Gameboard.ShogiUI.xUnitTests
{
@@ -22,7 +23,7 @@ namespace Gameboard.ShogiUI.xUnitTests
public void InitializeBoardState()
{
// Act
var board = new Shogi().Board;
var board = new ShogiModel().Board;
// Assert
board["A1"].WhichPiece.Should().Be(WhichPiece.Lance);
@@ -204,7 +205,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P1 Pawn
new Move("A3", "A4")
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
shogi.Board["A3"].Should().BeNull();
shogi.Board["A4"].WhichPiece.Should().Be(WhichPiece.Pawn);
}
@@ -222,7 +223,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P1 Bishop puts P2 in check
new Move("B2", "G7"),
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
shogi.InCheck.Should().Be(WhichPerspective.Player2);
// Act - P2 is able to un-check theirself.
@@ -239,7 +240,7 @@ namespace Gameboard.ShogiUI.xUnitTests
public void PreventInvalidMoves_MoveFromEmptyPosition()
{
// Arrange
var shogi = new Shogi();
var shogi = new ShogiModel();
shogi.Board["D5"].Should().BeNull();
// Act
@@ -255,7 +256,7 @@ namespace Gameboard.ShogiUI.xUnitTests
public void PreventInvalidMoves_MoveToCurrentPosition()
{
// Arrange
var shogi = new Shogi();
var shogi = new ShogiModel();
// Act - P1 "moves" pawn to the position it already exists at.
var moveSuccess = shogi.Move(new Move("A3", "A3"));
@@ -271,7 +272,7 @@ namespace Gameboard.ShogiUI.xUnitTests
public void PreventInvalidMoves_MoveSet()
{
// Arrange
var shogi = new Shogi();
var shogi = new ShogiModel();
// Act - Move Lance illegally
var moveSuccess = shogi.Move(new Move("A1", "D5"));
@@ -288,7 +289,7 @@ namespace Gameboard.ShogiUI.xUnitTests
public void PreventInvalidMoves_Ownership()
{
// Arrange
var shogi = new Shogi();
var shogi = new ShogiModel();
shogi.WhoseTurn.Should().Be(WhichPerspective.Player1);
shogi.Board["A7"].Owner.Should().Be(WhichPerspective.Player2);
@@ -305,7 +306,7 @@ namespace Gameboard.ShogiUI.xUnitTests
public void PreventInvalidMoves_MoveThroughAllies()
{
// Arrange
var shogi = new Shogi();
var shogi = new ShogiModel();
// Act - Move P1 Lance through P1 Pawn.
var moveSuccess = shogi.Move(new Move("A1", "A5"));
@@ -321,7 +322,7 @@ namespace Gameboard.ShogiUI.xUnitTests
public void PreventInvalidMoves_CaptureAlly()
{
// Arrange
var shogi = new Shogi();
var shogi = new ShogiModel();
// Act - P1 Knight tries to capture P1 Pawn.
var moveSuccess = shogi.Move(new Move("B1", "C3"));
@@ -347,7 +348,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P1 Bishop puts P2 in check
new Move("B2", "G7")
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
shogi.InCheck.Should().Be(WhichPerspective.Player2);
// Act - P2 moves Lance while in check.
@@ -387,7 +388,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P2 Pawn captures P1 Pawn
new Move("I4", "I3")
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
shogi.Player1Hand.Count.Should().Be(4);
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
@@ -448,7 +449,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P1 drop Bishop, place P2 in check
new Move(WhichPiece.Bishop, "G7")
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
shogi.InCheck.Should().Be(WhichPerspective.Player2);
shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.Board["E5"].Should().BeNull();
@@ -478,7 +479,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P2 Pawn
new Move("G6", "G5")
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
using (new AssertionScope())
{
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
@@ -512,7 +513,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P2 Pawn
new Move("G7", "G6"),
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
// Act - P1 Bishop, check
shogi.Move(new Move("B2", "G7"));
@@ -532,7 +533,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P2 Pawn
new Move("G7", "G6" )
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
// Act - P1 moves across promote threshold.
var moveSuccess = shogi.Move(new Move("B2", "G7", true));
@@ -576,7 +577,7 @@ namespace Gameboard.ShogiUI.xUnitTests
// P2 King retreat
new Move("E8", "E9"),
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
output.WriteLine(shogi.PrintStateAsAscii());
// Act - P1 Pawn wins by checkmate.
@@ -598,7 +599,7 @@ namespace Gameboard.ShogiUI.xUnitTests
new Move("C3", "C4"),
new Move("G7", "G6")
};
var shogi = new Shogi(moves);
var shogi = new ShogiModel(moves);
// Act - P1 Bishop captures P2 Bishop
var moveSuccess = shogi.Move(new Move("B2", "H8"));

View File

@@ -0,0 +1,227 @@
using FluentAssertions;
using Shogi.Domain.Pathing;
using Shogi.Domain.Pieces;
using System.Numerics;
using Xunit;
namespace Shogi.Domain.UnitTests
{
public class RookShould
{
public class MoveSet
{
private readonly Rook rook1;
private readonly Rook rook2;
public MoveSet()
{
this.rook1 = new Rook(WhichPlayer.Player1);
this.rook2 = new Rook(WhichPlayer.Player2);
}
[Fact]
public void Player1_HasCorrectMoveSet()
{
var moveSet = rook1.MoveSet;
moveSet.Should().HaveCount(4);
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, 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));
}
[Fact]
public void Player1_Promoted_HasCorrectMoveSet()
{
// Arrange
rook1.Promote();
rook1.IsPromoted.Should().BeTrue();
// Assert
var moveSet = rook1.MoveSet;
moveSet.Should().HaveCount(8);
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, 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));
}
[Fact]
public void Player2_HasCorrectMoveSet()
{
var moveSet = rook2.MoveSet;
moveSet.Should().HaveCount(4);
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, 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));
}
[Fact]
public void Player2_Promoted_HasCorrectMoveSet()
{
// Arrange
rook2.Promote();
rook2.IsPromoted.Should().BeTrue();
// Assert
var moveSet = rook2.MoveSet;
moveSet.Should().HaveCount(8);
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, 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));
}
}
private readonly Rook rookPlayer1;
private readonly Rook rookPlayer2;
public RookShould()
{
this.rookPlayer1 = new Rook(WhichPlayer.Player1);
this.rookPlayer2 = new Rook(WhichPlayer.Player2);
}
[Fact]
public void Promote()
{
this.rookPlayer1.IsPromoted.Should().BeFalse();
this.rookPlayer1.CanPromote.Should().BeTrue();
this.rookPlayer1.Promote();
this.rookPlayer1.IsPromoted.Should().BeTrue();
this.rookPlayer1.CanPromote.Should().BeFalse();
}
[Fact]
public void GetStepsFromStartToEnd_Player1NotPromoted_LateralMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(0, 5);
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeFalse();
steps.Should().HaveCount(5);
steps.Should().Contain(new Vector2(0, 1));
steps.Should().Contain(new Vector2(0, 2));
steps.Should().Contain(new Vector2(0, 3));
steps.Should().Contain(new Vector2(0, 4));
steps.Should().Contain(new Vector2(0, 5));
}
[Fact]
public void GetStepsFromStartToEnd_Player1NotPromoted_DiagonalMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(1, 1);
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeFalse();
steps.Should().BeEmpty();
}
[Fact]
public void GetStepsFromStartToEnd_Player1Promoted_LateralMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(0, 5);
rookPlayer1.Promote();
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeTrue();
steps.Should().HaveCount(5);
steps.Should().Contain(new Vector2(0, 1));
steps.Should().Contain(new Vector2(0, 2));
steps.Should().Contain(new Vector2(0, 3));
steps.Should().Contain(new Vector2(0, 4));
steps.Should().Contain(new Vector2(0, 5));
}
[Fact]
public void GetStepsFromStartToEnd_Player1Promoted_DiagonalMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(1, 1);
rookPlayer1.Promote();
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeTrue();
steps.Should().HaveCount(1);
steps.Should().Contain(new Vector2(1, 1));
}
[Fact]
public void GetStepsFromStartToEnd_Player2NotPromoted_LateralMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(0, 5);
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeFalse();
steps.Should().HaveCount(5);
steps.Should().Contain(new Vector2(0, 1));
steps.Should().Contain(new Vector2(0, 2));
steps.Should().Contain(new Vector2(0, 3));
steps.Should().Contain(new Vector2(0, 4));
steps.Should().Contain(new Vector2(0, 5));
}
[Fact]
public void GetStepsFromStartToEnd_Player2NotPromoted_DiagonalMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(1, 1);
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeFalse();
steps.Should().BeEmpty();
}
[Fact]
public void GetStepsFromStartToEnd_Player2Promoted_LateralMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(0, 5);
rookPlayer1.Promote();
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeTrue();
steps.Should().HaveCount(5);
steps.Should().Contain(new Vector2(0, 1));
steps.Should().Contain(new Vector2(0, 2));
steps.Should().Contain(new Vector2(0, 3));
steps.Should().Contain(new Vector2(0, 4));
steps.Should().Contain(new Vector2(0, 5));
}
[Fact]
public void GetStepsFromStartToEnd_Player2Promoted_DiagonalMove()
{
Vector2 start = new(0, 0);
Vector2 end = new(1, 1);
rookPlayer1.Promote();
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
rookPlayer1.IsPromoted.Should().BeTrue();
steps.Should().HaveCount(1);
steps.Should().Contain(new Vector2(1, 1));
}
}
}

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@@ -1,7 +1,6 @@
using FluentAssertions;
using FluentAssertions.Execution;
using System;
using System.Linq;
using Xunit;
using Xunit.Abstractions;
@@ -9,10 +8,10 @@ namespace Shogi.Domain.UnitTests
{
public class ShogiShould
{
private readonly ITestOutputHelper output;
public ShogiShould(ITestOutputHelper output)
private readonly ITestOutputHelper logger;
public ShogiShould(ITestOutputHelper logger)
{
this.output = output;
this.logger = logger;
}
[Fact]
@@ -73,6 +72,8 @@ namespace Shogi.Domain.UnitTests
act.Should().Throw<InvalidOperationException>();
board["D5"].Should().BeNull();
board["D6"].Should().BeNull();
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
[Fact]
@@ -81,16 +82,19 @@ namespace Shogi.Domain.UnitTests
// Arrange
var board = new ShogiBoardState();
var shogi = new Shogi(board);
var expectedPiece = board["A3"];
// Act - P1 "moves" pawn to the position it already exists at.
var act = () => shogi.Move("A3", "A3", false);
// Assert
act.Should().Throw<InvalidOperationException>();
board["A3"].Should().NotBeNull();
board["A3"]!.WhichPiece.Should().Be(WhichPiece.Pawn);
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
using (new AssertionScope())
{
act.Should().Throw<InvalidOperationException>();
board["A3"].Should().Be(expectedPiece);
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
@@ -99,17 +103,21 @@ namespace Shogi.Domain.UnitTests
// Arrange
var board = new ShogiBoardState();
var shogi = new Shogi(board);
var expectedPiece = board["A1"];
expectedPiece!.WhichPiece.Should().Be(WhichPiece.Lance);
// Act - Move Lance illegally
var act = () => shogi.Move("A1", "D5", false);
// Assert
act.Should().Throw<InvalidOperationException>();
board["A1"].Should().NotBeNull();
board["A1"]!.WhichPiece.Should().Be(WhichPiece.Lance);
board["A5"].Should().BeNull();
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
using (new AssertionScope())
{
act.Should().Throw<InvalidOperationException>();
board["A1"].Should().Be(expectedPiece);
board["A5"].Should().BeNull();
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
@@ -118,18 +126,20 @@ namespace Shogi.Domain.UnitTests
// Arrange
var board = new ShogiBoardState();
var shogi = new Shogi(board);
var expectedPiece = board["A7"];
expectedPiece!.Owner.Should().Be(WhichPlayer.Player2);
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
board["A7"].Should().NotBeNull();
board["A7"]!.Owner.Should().Be(WhichPlayer.Player2);
// Act - Move Player2 Pawn when it is Player1 turn.
var act = () => shogi.Move("A7", "A6", false);
// Assert
act.Should().Throw<InvalidOperationException>();
board["A7"].Should().NotBeNull();
board["A7"]!.WhichPiece.Should().Be(WhichPiece.Pawn);
board["A6"].Should().BeNull();
using (new AssertionScope())
{
act.Should().Throw<InvalidOperationException>();
board["A7"].Should().Be(expectedPiece);
board["A6"].Should().BeNull();
}
}
[Fact]
@@ -138,17 +148,21 @@ namespace Shogi.Domain.UnitTests
// Arrange
var board = new ShogiBoardState();
var shogi = new Shogi(board);
var lance = board["A1"];
var pawn = board["A3"];
lance!.Owner.Should().Be(pawn!.Owner);
// Act - Move P1 Lance through P1 Pawn.
var act = () => shogi.Move("A1", "A5", false);
// Assert
act.Should().Throw<InvalidOperationException>();
board["A1"].Should().NotBeNull();
board["A1"]!.WhichPiece.Should().Be(WhichPiece.Lance);
board["A3"].Should().NotBeNull();
board["A3"]!.WhichPiece.Should().Be(WhichPiece.Pawn);
board["A5"].Should().BeNull();
using (new AssertionScope())
{
act.Should().Throw<InvalidOperationException>();
board["A1"].Should().Be(lance);
board["A3"].Should().Be(pawn);
board["A5"].Should().BeNull();
}
}
[Fact]
@@ -157,18 +171,22 @@ namespace Shogi.Domain.UnitTests
// Arrange
var board = new ShogiBoardState();
var shogi = new Shogi(board);
var knight = board["B1"];
var pawn = board["C3"];
knight!.Owner.Should().Be(pawn!.Owner);
// Act - P1 Knight tries to capture P1 Pawn.
var act = () => shogi.Move("B1", "C3", false);
// Arrange
act.Should().Throw<InvalidOperationException>();
board["B1"].Should().NotBeNull();
board["B1"]!.WhichPiece.Should().Be(WhichPiece.Knight);
board["C3"].Should().NotBeNull();
board["C3"]!.WhichPiece.Should().Be(WhichPiece.Pawn);
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
using (new AssertionScope())
{
act.Should().Throw<InvalidOperationException>();
board["B1"].Should().Be(knight);
board["C3"].Should().Be(pawn);
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
@@ -184,26 +202,28 @@ namespace Shogi.Domain.UnitTests
// P1 Bishop puts P2 in check
shogi.Move("B2", "G7", false);
board.InCheck.Should().Be(WhichPlayer.Player2);
var lance = board["I9"];
// Act - P2 moves Lance while in check.
var act = () => shogi.Move("I9", "I8", false);
// Assert
act.Should().Throw<InvalidOperationException>();
board.InCheck.Should().Be(WhichPlayer.Player2);
board["I9"].Should().NotBeNull();
board["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
board["I8"].Should().BeNull();
using (new AssertionScope())
{
act.Should().Throw<InvalidOperationException>();
board.InCheck.Should().Be(WhichPlayer.Player2);
board["I9"].Should().Be(lance);
board["I8"].Should().BeNull();
}
}
[Fact]
// TODO: Consider nesting classes to share this setup in a constructor but have act and assert as separate facts.
public void PreventInvalidDrops_MoveSet()
{
// Arrange
var board = new ShogiBoardState();
var shogi = new Shogi(board);
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
@@ -224,7 +244,6 @@ namespace Shogi.Domain.UnitTests
shogi.Move("H9", "I9", false);
// P2 Pawn captures P1 Pawn
shogi.Move("I4", "I3", false);
board.Player1Hand.Count.Should().Be(4);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
@@ -232,37 +251,36 @@ namespace Shogi.Domain.UnitTests
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
// Act | Assert - Illegally placing Knight from the hand in farthest row.
// Act | Assert - Illegally placing Knight from the hand in farthest rank.
board["H9"].Should().BeNull();
shogi.Move()
var dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9"));
dropSuccess.Should().BeFalse();
shogi.Board["H9"].Should().BeNull();
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
var act = () => shogi.Move(WhichPiece.Knight, "H9");
act.Should().Throw<InvalidOperationException>();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
// Act | Assert - Illegally placing Knight from the hand in second farthest row.
shogi.Board["H8"].Should().BeNull();
dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H8"));
dropSuccess.Should().BeFalse();
shogi.Board["H8"].Should().BeNull();
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
board["H8"].Should().BeNull();
act = () => shogi.Move(WhichPiece.Knight, "H8");
act.Should().Throw<InvalidOperationException>();
board["H8"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
// Act | Assert - Illegally place Lance from the hand.
shogi.Board["H9"].Should().BeNull();
dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9"));
dropSuccess.Should().BeFalse();
shogi.Board["H9"].Should().BeNull();
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
board["H9"].Should().BeNull();
act = () => shogi.Move(WhichPiece.Knight, "H9");
act.Should().Throw<InvalidOperationException>();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
// Act | Assert - Illegally place Pawn from the hand.
shogi.Board["H9"].Should().BeNull();
dropSuccess = shogi.Move(new Move(WhichPiece.Pawn, "H9"));
dropSuccess.Should().BeFalse();
shogi.Board["H9"].Should().BeNull();
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
board["H9"].Should().BeNull();
act = () => shogi.Move(WhichPiece.Pawn, "H9");
act.Should().Throw<InvalidOperationException>();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
// Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
// TODO
// // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
// // TODO
}
//[Fact]
@@ -289,14 +307,14 @@ namespace Shogi.Domain.UnitTests
// var shogi = new Shogi(moves);
// shogi.InCheck.Should().Be(WhichPlayer.Player2);
// shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
// shogi.Board["E5"].Should().BeNull();
// boardState["E5"].Should().BeNull();
// // Act - P2 places a Bishop while in check.
// var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "E5"));
// // Assert
// dropSuccess.Should().BeFalse();
// shogi.Board["E5"].Should().BeNull();
// boardState["E5"].Should().BeNull();
// shogi.InCheck.Should().Be(WhichPlayer.Player2);
// shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
//}
@@ -320,9 +338,9 @@ namespace Shogi.Domain.UnitTests
// using (new AssertionScope())
// {
// shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
// shogi.Board["I9"].Should().NotBeNull();
// shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
// shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2);
// boardState["I9"].Should().NotBeNull();
// boardState["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
// boardState["I9"].Owner.Should().Be(WhichPlayer.Player2);
// }
// // Act - P1 tries to place a piece where an opponent's piece resides.
@@ -333,126 +351,112 @@ namespace Shogi.Domain.UnitTests
// {
// dropSuccess.Should().BeFalse();
// shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
// shogi.Board["I9"].Should().NotBeNull();
// shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
// shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2);
// boardState["I9"].Should().NotBeNull();
// boardState["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
// boardState["I9"].Owner.Should().Be(WhichPlayer.Player2);
// }
//}
//[Fact]
//public void Check()
//{
// // Arrange
// var moves = new[]
// {
// // P1 Pawn
// new Move("C3", "C4"),
// // P2 Pawn
// new Move("G7", "G6"),
// };
// var shogi = new Shogi(moves);
[Fact]
public void Check()
{
// Arrange
var boardState = new ShogiBoardState();
var shogi = new Shogi(boardState);
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// // Act - P1 Bishop, check
// shogi.Move(new Move("B2", "G7"));
// Act - P1 Bishop, check
shogi.Move("B2", "G7", false);
// // Assert
// shogi.InCheck.Should().Be(WhichPlayer.Player2);
//}
// Assert
boardState.InCheck.Should().Be(WhichPlayer.Player2);
}
//[Fact]
//public void Promote()
//{
// // Arrange
// var moves = new[]
// {
// // P1 Pawn
// new Move("C3", "C4" ),
// // P2 Pawn
// new Move("G7", "G6" )
// };
// var shogi = new Shogi(moves);
[Fact]
public void Promote()
{
// Arrange
var boardState = new ShogiBoardState();
var shogi = new Shogi(boardState);
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// // Act - P1 moves across promote threshold.
// var moveSuccess = shogi.Move(new Move("B2", "G7", true));
// Act - P1 moves across promote threshold.
shogi.Move("B2", "G7", true);
// // Assert
// using (new AssertionScope())
// {
// moveSuccess.Should().BeTrue();
// shogi.Board["B2"].Should().BeNull();
// shogi.Board["G7"].Should().NotBeNull();
// shogi.Board["G7"].WhichPiece.Should().Be(WhichPiece.Bishop);
// shogi.Board["G7"].Owner.Should().Be(WhichPlayer.Player1);
// shogi.Board["G7"].IsPromoted.Should().BeTrue();
// }
//}
// Assert
using (new AssertionScope())
{
boardState["B2"].Should().BeNull();
boardState["G7"].Should().NotBeNull();
boardState["G7"]!.WhichPiece.Should().Be(WhichPiece.Bishop);
boardState["G7"]!.Owner.Should().Be(WhichPlayer.Player1);
boardState["G7"]!.IsPromoted.Should().BeTrue();
}
}
//[Fact]
//public void CheckMate()
//{
// // Arrange
// var moves = new[]
// {
// // P1 Rook
// new Move("H2", "E2"),
// // P2 Gold
// new Move("F9", "G8"),
// // P1 Pawn
// new Move("E3", "E4"),
// // P2 other Gold
// new Move("D9", "C8"),
// // P1 same Pawn
// new Move("E4", "E5"),
// // P2 Pawn
// new Move("E7", "E6"),
// // P1 Pawn takes P2 Pawn
// new Move("E5", "E6"),
// // P2 King
// new Move("E9", "E8"),
// // P1 Pawn promotes, threatens P2 King
// new Move("E6", "E7", true),
// // P2 King retreat
// new Move("E8", "E9"),
// };
// var shogi = new Shogi(moves);
// output.WriteLine(shogi.PrintStateAsAscii());
[Fact]
public void Capture()
{
// Arrange
var boardState = new ShogiBoardState();
var shogi = new Shogi(boardState);
var p1Bishop = boardState["B2"];
p1Bishop!.WhichPiece.Should().Be(WhichPiece.Bishop);
shogi.Move("C3", "C4", false);
shogi.Move("G7", "G6", false);
// // Act - P1 Pawn wins by checkmate.
// var moveSuccess = shogi.Move(new Move("E7", "E8"));
// output.WriteLine(shogi.PrintStateAsAscii());
// Act - P1 Bishop captures P2 Bishop
shogi.Move("B2", "H8", false);
// // Assert - checkmate
// moveSuccess.Should().BeTrue();
// shogi.IsCheckmate.Should().BeTrue();
// shogi.InCheck.Should().Be(WhichPlayer.Player2);
//}
// Assert
boardState["B2"].Should().BeNull();
boardState["H8"].Should().Be(p1Bishop);
//[Fact]
//public void Capture()
//{
// // Arrange
// var moves = new[]
// {
// new Move("C3", "C4"),
// new Move("G7", "G6")
// };
// var shogi = new Shogi(moves);
boardState
.Player1Hand
.Should()
.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
}
// // Act - P1 Bishop captures P2 Bishop
// var moveSuccess = shogi.Move(new Move("B2", "H8"));
[Fact]
public void CheckMate()
{
// Arrange
var boardState = new ShogiBoardState();
var shogi = new Shogi(boardState);
// P1 Rook
shogi.Move("H2", "E2", false);
// P2 Gold
shogi.Move("F9", "G8", false);
// P1 Pawn
shogi.Move("E3", "E4", false);
// P2 other Gold
shogi.Move("D9", "C8", false);
// P1 same Pawn
shogi.Move("E4", "E5", false);
// P2 Pawn
shogi.Move("E7", "E6", false);
// P1 Pawn takes P2 Pawn
shogi.Move("E5", "E6", false);
// P2 King
shogi.Move("E9", "E8", false);
// P1 Pawn promotes; threatens P2 King
shogi.Move("E6", "E7", true);
// P2 King retreat
shogi.Move("E8", "E9", false);
// // Assert
// moveSuccess.Should().BeTrue();
// shogi.Board["B2"].Should().BeNull();
// shogi.Board["H8"].WhichPiece.Should().Be(WhichPiece.Bishop);
// shogi.Board["H8"].Owner.Should().Be(WhichPlayer.Player1);
// shogi.Board.Values
// .Where(p => p != null)
// .Should().ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop);
// Act - P1 Pawn wins by checkmate.
shogi.Move("E7", "E8", false);
// shogi.Player1Hand
// .Should()
// .ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
//}
// Assert - checkmate
boardState.IsCheckmate.Should().BeTrue();
boardState.InCheck.Should().Be(WhichPlayer.Player2);
}
}
}

View File

@@ -1,31 +0,0 @@
using FluentAssertions;
using FluentAssertions.Execution;
using Xunit;
namespace Shogi.Domain.UnitTests
{
public class StandardRulesShould
{
[Fact]
public void AllowValidMoves_AfterCheck()
{
// Arrange
var board = new ShogiBoardState();
var rules = new StandardRules(board);
rules.Move("C3", "C4"); // P1 Pawn
rules.Move("G7", "G6"); // P2 Pawn
rules.Move("B2", "G7"); // P1 Bishop puts P2 in check
board.InCheck.Should().Be(WhichPlayer.Player2);
// Act - P2 is able to un-check theirself.
/// P2 King moves out of check
var moveSuccess = rules.Move("E9", "E8");
// Assert
using var _ = new AssertionScope();
moveSuccess.Success.Should().BeTrue();
moveSuccess.Reason.Should().BeEmpty();
board.InCheck.Should().BeNull();
}
}
}

17
Shogi.Domain/BoardTile.cs Normal file
View File

@@ -0,0 +1,17 @@
using Shogi.Domain.Pieces;
namespace Shogi.Domain
{
internal class BoardTile
{
public BoardTile(Piece piece, Vector2 position)
{
Piece = piece;
Position = position;
}
public Piece Piece { get; }
public Vector2 Position { get; }
}
}

View File

@@ -1,17 +0,0 @@
using System.Diagnostics;
using System.Numerics;
namespace Shogi.Domain
{
[DebuggerDisplay("{Direction} - {Distance}")]
public class Move
{
public Vector2 Direction { get; }
public Distance Distance { get; }
public Move(Vector2 direction, Distance distance = Distance.OneStep)
{
Direction = direction;
Distance = distance;
}
}
}

View File

@@ -1,106 +0,0 @@
using System.Numerics;
namespace Shogi.Domain
{
public class MoveSet
{
public static readonly MoveSet King = new(new List<Move>(8)
{
new Move(Direction.Up),
new Move(Direction.Left),
new Move(Direction.Right),
new Move(Direction.Down),
new Move(Direction.UpLeft),
new Move(Direction.UpRight),
new Move(Direction.DownLeft),
new Move(Direction.DownRight)
});
public static readonly MoveSet Bishop = new(new List<Move>(4)
{
new Move(Direction.UpLeft, Distance.MultiStep),
new Move(Direction.UpRight, Distance.MultiStep),
new Move(Direction.DownLeft, Distance.MultiStep),
new Move(Direction.DownRight, Distance.MultiStep)
});
public static readonly MoveSet PromotedBishop = new(new List<Move>(8)
{
new Move(Direction.Up),
new Move(Direction.Left),
new Move(Direction.Right),
new Move(Direction.Down),
new Move(Direction.UpLeft, Distance.MultiStep),
new Move(Direction.UpRight, Distance.MultiStep),
new Move(Direction.DownLeft, Distance.MultiStep),
new Move(Direction.DownRight, Distance.MultiStep)
});
public static readonly MoveSet GoldGeneral = new(new List<Move>(6)
{
new Move(Direction.Up),
new Move(Direction.UpLeft),
new Move(Direction.UpRight),
new Move(Direction.Left),
new Move(Direction.Right),
new Move(Direction.Down)
});
public static readonly MoveSet Knight = new(new List<Move>(2)
{
new Move(Direction.KnightLeft),
new Move(Direction.KnightRight)
});
public static readonly MoveSet Lance = new(new List<Move>(1)
{
new Move(Direction.Up, Distance.MultiStep),
});
public static readonly MoveSet Pawn = new(new List<Move>(1)
{
new Move(Direction.Up)
});
public static readonly MoveSet Rook = new(new List<Move>(4)
{
new Move(Direction.Up, Distance.MultiStep),
new Move(Direction.Left, Distance.MultiStep),
new Move(Direction.Right, Distance.MultiStep),
new Move(Direction.Down, Distance.MultiStep)
});
public static readonly MoveSet PromotedRook = new(new List<Move>(8)
{
new Move(Direction.Up, Distance.MultiStep),
new Move(Direction.Left, Distance.MultiStep),
new Move(Direction.Right, Distance.MultiStep),
new Move(Direction.Down, Distance.MultiStep),
new Move(Direction.UpLeft),
new Move(Direction.UpRight),
new Move(Direction.DownLeft),
new Move(Direction.DownRight)
});
public static readonly MoveSet SilverGeneral = new(new List<Move>(4)
{
new Move(Direction.Up),
new Move(Direction.UpLeft),
new Move(Direction.UpRight),
new Move(Direction.DownLeft),
new Move(Direction.DownRight)
});
private readonly ICollection<Move> moves;
private readonly ICollection<Move> upsidedownMoves;
private MoveSet(ICollection<Move> moves)
{
this.moves = moves;
upsidedownMoves = moves.Select(m => new Move(Vector2.Negate(m.Direction), m.Distance)).ToList();
}
public ICollection<Move> GetMoves(bool isUpsideDown) => isUpsideDown ? upsidedownMoves : moves;
}
}

View File

@@ -1,7 +1,11 @@
using System.Numerics;
namespace Shogi.Domain
namespace Shogi.Domain.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);

View File

@@ -1,4 +1,4 @@
namespace Shogi.Domain
namespace Shogi.Domain.Pathing
{
public enum Distance
{

View File

@@ -0,0 +1,45 @@
using Shogi.Domain.Pieces;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Numerics;
namespace Shogi.Domain.Pathing
{
[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;
}
}
}

View File

@@ -1,44 +0,0 @@
using System.Diagnostics;
namespace Shogi.Domain
{
[DebuggerDisplay("{WhichPiece} {Owner}")]
public class Piece
{
public WhichPiece WhichPiece { get; }
public WhichPlayer Owner { get; private set; }
public bool IsPromoted { get; private set; }
public bool IsUpsideDown => Owner == WhichPlayer.Player2;
public Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
{
WhichPiece = piece;
Owner = owner;
IsPromoted = isPromoted;
}
public Piece(Piece piece) : this(piece.WhichPiece, piece.Owner, piece.IsPromoted)
{
}
public bool CanPromote => !IsPromoted
&& WhichPiece != WhichPiece.King
&& WhichPiece != WhichPiece.GoldGeneral;
public void ToggleOwnership()
{
Owner = Owner == WhichPlayer.Player1
? WhichPlayer.Player2
: WhichPlayer.Player1;
}
public void Promote() => IsPromoted = CanPromote;
public void Demote() => IsPromoted = false;
public void Capture()
{
ToggleOwnership();
Demote();
}
}
}

View File

@@ -0,0 +1,47 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
internal class Bishop : Piece
{
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)
});
public static readonly ReadOnlyCollection<Path> PromotedBishopPaths = new(new List<Path>(8)
{
new Path(Direction.Up),
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)
});
public static readonly ReadOnlyCollection<Path> Player2Paths =
BishopPaths
.Select(p => p.Invert())
.ToList()
.AsReadOnly();
public static readonly ReadOnlyCollection<Path> Player2PromotedPaths =
PromotedBishopPaths
.Select(p => p.Invert())
.ToList()
.AsReadOnly();
public Bishop(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.Bishop, owner, isPromoted)
{
}
public override IEnumerable<Path> MoveSet => IsPromoted ? PromotedBishopPaths : BishopPaths;
}
}

View File

@@ -0,0 +1,31 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
internal class GoldGeneral : Piece
{
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.Left),
new Path(Direction.Right),
new Path(Direction.Down)
});
public static readonly ReadOnlyCollection<Path> Player2Paths =
Player1Paths
.Select(p => p.Invert())
.ToList()
.AsReadOnly();
public GoldGeneral(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.GoldGeneral, owner, isPromoted)
{
}
public override IEnumerable<Path> MoveSet => Player1Paths;
}
}

View File

@@ -0,0 +1,27 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
internal class King : Piece
{
internal static readonly ReadOnlyCollection<Path> KingPaths = new(new List<Path>(8)
{
new Path(Direction.Up),
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)
});
public King(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.King, owner, isPromoted)
{
}
public override IEnumerable<Path> MoveSet => KingPaths;
}
}

View File

@@ -0,0 +1,32 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
internal class Knight : Piece
{
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(2)
{
new Path(Direction.KnightLeft),
new Path(Direction.KnightRight)
});
public static readonly ReadOnlyCollection<Path> Player2Paths =
Player1Paths
.Select(p => p.Invert())
.ToList()
.AsReadOnly();
public Knight(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.Knight, owner, isPromoted)
{
}
public override ReadOnlyCollection<Path> MoveSet => Owner switch
{
WhichPlayer.Player1 => IsPromoted ? GoldGeneral.Player1Paths : Player1Paths,
WhichPlayer.Player2 => IsPromoted ? GoldGeneral.Player2Paths : Player2Paths,
_ => throw new NotImplementedException(),
};
}
}

View File

@@ -0,0 +1,31 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
internal class Lance : Piece
{
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(1)
{
new Path(Direction.Up, Distance.MultiStep),
});
public static readonly ReadOnlyCollection<Path> Player2Paths =
Player1Paths
.Select(p => p.Invert())
.ToList()
.AsReadOnly();
public Lance(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.Lance, owner, isPromoted)
{
}
public override ReadOnlyCollection<Path> MoveSet => Owner switch
{
WhichPlayer.Player1 => IsPromoted ? GoldGeneral.Player1Paths : Player1Paths,
WhichPlayer.Player2 => IsPromoted ? GoldGeneral.Player2Paths : Player2Paths,
_ => throw new NotImplementedException(),
};
}
}

View File

@@ -0,0 +1,31 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
internal class Pawn : Piece
{
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(1)
{
new Path(Direction.Up)
});
public static readonly ReadOnlyCollection<Path> Player2Paths =
Player1Paths
.Select(p => p.Invert())
.ToList()
.AsReadOnly();
public Pawn(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.Pawn, owner, isPromoted)
{
}
public override ReadOnlyCollection<Path> MoveSet => Owner switch
{
WhichPlayer.Player1 => IsPromoted ? GoldGeneral.Player1Paths : Player1Paths,
WhichPlayer.Player2 => IsPromoted ? GoldGeneral.Player2Paths : Player2Paths,
_ => throw new NotImplementedException(),
};
}
}

View File

@@ -0,0 +1,78 @@
using Shogi.Domain.Pathing;
using System.Diagnostics;
namespace Shogi.Domain.Pieces
{
[DebuggerDisplay("{WhichPiece} {Owner}")]
public abstract class Piece
{
/// <summary>
/// Creates a clone of an existing piece.
/// </summary>
public static Piece Create(Piece piece) => Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
public static Piece Create(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
{
return piece switch
{
WhichPiece.King => new King(owner, isPromoted),
WhichPiece.GoldGeneral => new GoldGeneral(owner, isPromoted),
WhichPiece.SilverGeneral => new SilverGeneral(owner, isPromoted),
WhichPiece.Bishop => new Bishop(owner, isPromoted),
WhichPiece.Rook => new Rook(owner, isPromoted),
WhichPiece.Knight => new Knight(owner, isPromoted),
WhichPiece.Lance => new Lance(owner, isPromoted),
WhichPiece.Pawn => new Pawn(owner, isPromoted),
_ => throw new ArgumentException($"Unknown {nameof(WhichPiece)} when cloning a {nameof(Piece)}.")
};
}
// TODO: MoveSet doesn't account for Player2's pieces which are upside-down.
public abstract IEnumerable<Path> MoveSet { get; }
public WhichPiece WhichPiece { get; }
public WhichPlayer Owner { get; private set; }
public bool IsPromoted { get; private set; }
public bool IsUpsideDown => Owner == WhichPlayer.Player2;
protected Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
{
WhichPiece = piece;
Owner = owner;
IsPromoted = isPromoted;
}
public bool CanPromote => !IsPromoted
&& WhichPiece != WhichPiece.King
&& WhichPiece != WhichPiece.GoldGeneral;
public void Promote() => IsPromoted = CanPromote;
/// <summary>
/// Prep the piece for capture by changing ownership and demoting.
/// </summary>
public void Capture(WhichPlayer newOwner)
{
Owner = newOwner;
IsPromoted = false;
}
public IEnumerable<Vector2> GetPathFromStartToEnd(Vector2 start, Vector2 end)
{
var steps = new List<Vector2>(10);
var path = this.MoveSet.GetNearestPath(start, end);
var position = start;
while (Vector2.Distance(start, position) < Vector2.Distance(start, end))
{
position += path.Direction;
steps.Add(position);
}
if (position == end)
{
return steps;
}
return Array.Empty<Vector2>();
}
}
}

View File

@@ -0,0 +1,52 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
public sealed class Rook : Piece
{
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(4)
{
new Path(Direction.Up, Distance.MultiStep),
new Path(Direction.Left, Distance.MultiStep),
new Path(Direction.Right, Distance.MultiStep),
new Path(Direction.Down, Distance.MultiStep)
});
private static readonly ReadOnlyCollection<Path> PromotedPlayer1Paths = new(new List<Path>(8)
{
new Path(Direction.Up, 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)
});
public static readonly ReadOnlyCollection<Path> Player2Paths =
Player1Paths
.Select(m => m.Invert())
.ToList()
.AsReadOnly();
public static readonly ReadOnlyCollection<Path> Player2PromotedPaths =
PromotedPlayer1Paths
.Select(m => m.Invert())
.ToList()
.AsReadOnly();
public Rook(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.Rook, owner, isPromoted)
{
}
public override ReadOnlyCollection<Path> MoveSet => Owner switch
{
WhichPlayer.Player1 => IsPromoted ? PromotedPlayer1Paths : Player1Paths,
WhichPlayer.Player2 => IsPromoted ? Player2PromotedPaths : Player2Paths,
_ => throw new NotImplementedException(),
};
}
}

View File

@@ -0,0 +1,35 @@
using Shogi.Domain.Pathing;
using System.Collections.ObjectModel;
namespace Shogi.Domain.Pieces
{
internal class SilverGeneral : Piece
{
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)
});
public static readonly ReadOnlyCollection<Path> Player2Paths =
Player1Paths
.Select(p => p.Invert())
.ToList()
.AsReadOnly();
public SilverGeneral(WhichPlayer owner, bool isPromoted = false)
: base(WhichPiece.SilverGeneral, owner, isPromoted)
{
}
public override ReadOnlyCollection<Path> MoveSet => Owner switch
{
WhichPlayer.Player1 => IsPromoted ? GoldGeneral.Player1Paths : Player1Paths,
WhichPlayer.Player2 => IsPromoted ? GoldGeneral.Player2Paths : Player2Paths,
_ => throw new NotImplementedException(),
};
}
}

View File

@@ -1,9 +1,16 @@
<Project Sdk="Microsoft.NET.Sdk">
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<Using Include="System"/>
<Using Include="System.Collections.Generic"/>
<Using Include="System.Linq"/>
<Using Include="System.Numerics"/>
</ItemGroup>
</Project>

View File

@@ -1,4 +1,8 @@
namespace Shogi.Domain
using Shogi.Domain.Pieces;
using System;
using System.Text;
namespace Shogi.Domain
{
/// <summary>
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
@@ -7,106 +11,232 @@
/// </summary>
public sealed class Shogi
{
private readonly ShogiBoardState board;
private readonly ShogiBoardState boardState;
private readonly StandardRules rules;
public string Error { get; private set; }
public Shogi() : this(new ShogiBoardState())
{
}
public Shogi(ShogiBoardState board)
{
this.board = board;
rules = new StandardRules(this.board);
}
//public Shogi(IList<Move> moves) : this(new ShogiBoardState())
//{
// for (var i = 0; i < moves.Count; i++)
// {
// if (!Move(moves[i]))
// {
// throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
// }
// }
//}
public MoveResult CanMove(string from, string to, bool isPromotion)
{
var simulator = new StandardRules(new ShogiBoardState(board));
return simulator.Move(from, to, isPromotion);
}
public MoveResult CanMove(WhichPiece pieceInHand, string to)
{
var simulator = new StandardRules(new ShogiBoardState(board));
return simulator.Move(pieceInHand, to);
this.boardState = board;
rules = new StandardRules(this.boardState);
}
/// <summary>
/// Move a piece from a board position to another board position, potentially capturing an opponents piece. Respects all rules of the game.
/// </summary>
/// <remarks>
/// The strategy involves simulating a move on a throw-away board state that can be used to
/// validate legal vs illegal moves without having to worry about reverting board state.
/// </remarks>
/// <exception cref="InvalidOperationException"></exception>
public void Move(string from, string to, bool isPromotion)
{
var tempBoard = new ShogiBoardState(board);
var simulation = new StandardRules(tempBoard);
var simulationState = new ShogiBoardState(boardState);
var simulation = new StandardRules(simulationState);
var moveResult = simulation.Move(from, to, isPromotion);
if (!moveResult.Success)
{
throw new InvalidOperationException(moveResult.Reason);
}
var fromVector = ShogiBoardState.FromBoardNotation(from);
var toVector = ShogiBoardState.FromBoardNotation(to);
var otherPlayer = board.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
if (simulation.IsPlayerInCheckAfterMove(fromVector, toVector, board.WhoseTurn))
// If already in check, assert the move that resulted in check no longer results in check.
if (boardState.InCheck == boardState.WhoseTurn
&& simulation.IsOpposingKingThreatenedByPosition(boardState.PreviousMoveTo))
{
throw new InvalidOperationException("Unable to move because you are still in check.");
}
var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
if (simulation.IsPlayerInCheckAfterMove())
{
throw new InvalidOperationException("Illegal move. This move places you in check.");
}
rules.Move(from, to, isPromotion);
if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
_ = rules.Move(from, to, isPromotion);
if (rules.IsOpponentInCheckAfterMove())
{
board.InCheck = otherPlayer;
board.IsCheckmate = rules.EvaluateCheckmate();
boardState.InCheck = otherPlayer;
// TODO: evaluate checkmate.
//if (rules.IsOpponentInCheckMate())
//{
// boardState.IsCheckmate = true;
//}
}
else
{
board.InCheck = null;
boardState.InCheck = null;
}
board.WhoseTurn = otherPlayer;
boardState.WhoseTurn = otherPlayer;
}
public void Move(WhichPiece pieceInHand, string to)
{
var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
if (index == -1)
{
throw new InvalidOperationException($"{pieceInHand} does not exist in the hand.");
}
if (boardState[to] != null)
{
throw new InvalidOperationException("Illegal placement of piece from the hand. Destination is not empty.");
}
var toVector = ShogiBoardState.FromBoardNotation(to);
switch (pieceInHand)
{
case WhichPiece.Knight:
{
// Knight cannot be placed onto the farthest two ranks from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y > 6)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y < 2))
{
throw new InvalidOperationException("Illegal move. Knight has no valid moves after placement.");
}
break;
}
case WhichPiece.Lance:
case WhichPiece.Pawn:
{
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
if ((boardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y == 8)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y == 0))
{
throw new InvalidOperationException($"Illegal move. {pieceInHand} has no valid moves after placement.");
}
break;
}
}
var tempBoard = new ShogiBoardState(boardState);
var simulation = new StandardRules(tempBoard);
var moveResult = simulation.Move(pieceInHand, to);
if (!moveResult.Success)
{
throw new InvalidOperationException(moveResult.Reason);
}
var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
if (boardState.InCheck == boardState.WhoseTurn)
{
//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn))
//{
// throw new InvalidOperationException("Illegal move. You're still in check!");
//}
}
var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition;
//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer))
//{
//}
//rules.Move(from, to, isPromotion);
//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
//{
// board.InCheck = otherPlayer;
// board.IsCheckmate = rules.EvaluateCheckmate();
//}
//else
//{
// board.InCheck = null;
//}
boardState.WhoseTurn = otherPlayer;
}
///// <summary>
///// Attempts a given move. Returns false if the move is illegal.
///// </summary>
//private bool TryMove(Move move)
//{
// // Try making the move in a "throw away" board.
// var simulator = new StandardRules(new ShogiBoardState(this.board));
// var simulatedMoveResults = move.PieceFromHand.HasValue
// ? simulator.PlaceFromHand(move)
// : simulator.PlaceFromBoard(move);
// if (!simulatedMoveResults)
// {
// // Surface the error description.
// Error = simulationBoard.Error;
// return false;
// }
// // If already in check, assert the move that resulted in check no longer results in check.
// if (InCheck == WhoseTurn)
// {
// // Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
// if (simulationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
// {
// return false;
// }
// }
/// <summary>
/// Prints a ASCII representation of the board for debugging board state.
/// </summary>
/// <returns></returns>
public string ToStringStateAsAscii()
{
var builder = new StringBuilder();
builder.Append(" ");
builder.Append("Player 2(.)");
builder.AppendLine();
for (var rank = 8; rank >= 0; rank--)
{
// Horizontal line
builder.Append(" - ");
for (var file = 0; file < 8; file++) builder.Append("- - ");
builder.Append("- -");
// // The move is valid and legal; update board state.
// if (move.PieceFromHand.HasValue) PlaceFromHand(move);
// else PlaceFromBoard(move);
// return true;
//}
// Print Rank ruler.
builder.AppendLine();
builder.Append($"{rank + 1} ");
// Print pieces.
builder.Append(" |");
for (var x = 0; x < 9; x++)
{
var piece = boardState[x, rank];
if (piece == null)
{
builder.Append(" ");
}
else
{
builder.AppendFormat("{0}", ToAscii(piece));
}
builder.Append('|');
}
builder.AppendLine();
}
// Horizontal line
builder.Append(" - ");
for (var x = 0; x < 8; x++) builder.Append("- - ");
builder.Append("- -");
builder.AppendLine();
builder.Append(" ");
builder.Append("Player 1");
builder.AppendLine();
builder.AppendLine();
// Print File ruler.
builder.Append(" ");
builder.Append(" A B C D E F G H I ");
return builder.ToString();
}
/// <summary>
///
/// </summary>
/// <param name="piece"></param>
/// <returns>
/// A string with three characters.
/// The first character indicates promotion status.
/// The second character indicates piece.
/// The third character indicates ownership.
/// </returns>
public static string ToAscii(Piece piece)
{
var builder = new StringBuilder();
if (piece.IsPromoted) builder.Append('^');
else builder.Append(' ');
var name = piece.WhichPiece switch
{
WhichPiece.King => "K",
WhichPiece.GoldGeneral => "G",
WhichPiece.SilverGeneral => "S",
WhichPiece.Bishop => "B",
WhichPiece.Rook => "R",
WhichPiece.Knight => "k",
WhichPiece.Lance => "L",
WhichPiece.Pawn => "P",
_ => throw new ArgumentException($"Unknown value for {nameof(WhichPiece)}."),
};
builder.Append(name);
if (piece.Owner == WhichPlayer.Player2) builder.Append('.');
else builder.Append(' ');
return builder.ToString();
}
}
}

View File

@@ -1,4 +1,4 @@
using System.Numerics;
using Shogi.Domain.Pieces;
using System.Text.RegularExpressions;
namespace Shogi.Domain
@@ -7,7 +7,7 @@ namespace Shogi.Domain
// Then validation can occur when assigning a piece to a position.
public class ShogiBoardState
{
private static readonly string BoardNotationRegex = @"(?<file>[a-iA-I])(?<rank>[1-9])";
private static readonly string BoardNotationRegex = @"(?<file>[A-I])(?<rank>[1-9])";
private static readonly char A = 'A';
public delegate void ForEachDelegate(Piece element, Vector2 position);
/// <summary>
@@ -15,21 +15,33 @@ namespace Shogi.Domain
/// </summary>
private readonly Dictionary<string, Piece?> board;
public List<Piece> Hand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
/// <summary>
/// "Active Player" means the player whose turn it is.
/// </summary>
public Vector2 ActivePlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player1KingPosition : Player2KingPosition;
/// <summary>
/// "Opposing Player" means the player whose turn it isn't.
/// </summary>
public Vector2 OpposingPlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player2KingPosition : Player1KingPosition;
public Vector2 Player1KingPosition { get; set; }
public Vector2 Player2KingPosition { get; set; }
public List<Piece> Player1Hand { get; }
public List<Piece> Player2Hand { get; }
public List<Move> MoveHistory { get; }
public Vector2 PreviousMoveFrom { get; private set; }
public Vector2 PreviousMoveTo { get; private set; }
public WhichPlayer WhoseTurn { get; set; }
public WhichPlayer? InCheck { get; set; }
public bool IsCheckmate { get; set; }
public ShogiBoardState()
{
board = new Dictionary<string, Piece?>(81);
board = new Dictionary<string, Piece?>(81, StringComparer.OrdinalIgnoreCase);
InitializeBoardState();
Player1Hand = new List<Piece>();
Player2Hand = new List<Piece>();
MoveHistory = new List<Move>();
PreviousMoveTo = Vector2.Zero;
CacheKingPositions();
}
@@ -40,21 +52,39 @@ namespace Shogi.Domain
{
foreach (var kvp in other.board)
{
board[kvp.Key] = kvp.Value == null ? null : new Piece(kvp.Value);
// Replace copy constructor with static factory method in Piece.cs
board[kvp.Key] = kvp.Value == null ? null : Piece.Create(kvp.Value);
}
WhoseTurn = other.WhoseTurn;
InCheck = other.InCheck;
IsCheckmate = other.IsCheckmate;
MoveHistory.AddRange(other.MoveHistory);
PreviousMoveTo = other.PreviousMoveTo;
Player1Hand.AddRange(other.Player1Hand);
Player2Hand.AddRange(other.Player2Hand);
Player1KingPosition = other.Player1KingPosition;
Player2KingPosition = other.Player2KingPosition;
}
public Piece? this[string notation]
{
// TODO: Validate "notation" here and throw an exception if invalid.
get => board[notation.ToUpper()];
set => board[notation.ToUpper()] = value;
get => board[notation];
set
{
if (value?.WhichPiece == WhichPiece.King)
{
if (value.Owner == WhichPlayer.Player1)
{
// TODO: This FromBoardNotation() is a waste if the Vector2 indexer was called. :(
Player1KingPosition = FromBoardNotation(notation);
}
else if (value.Owner == WhichPlayer.Player2)
{
Player2KingPosition = FromBoardNotation(notation);
}
}
board[notation] = value;
}
}
public Piece? this[Vector2 vector]
@@ -69,6 +99,22 @@ namespace Shogi.Domain
set => this[ToBoardNotation(x, y)] = value;
}
internal void RememberAsMostRecentMove(Vector2 from, Vector2 to)
{
PreviousMoveFrom = from;
PreviousMoveTo = to;
}
/// <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;
}
public void ForEachNotNull(ForEachDelegate callback)
{
for (var x = 0; x < 9; x++)
@@ -83,11 +129,57 @@ namespace Shogi.Domain
}
}
internal bool IsWithinPromotionZone(Vector2 position)
{
return (WhoseTurn == WhichPlayer.Player1 && position.Y > 5)
|| (WhoseTurn == WhichPlayer.Player2 && position.Y < 3);
}
internal static bool IsWithinBoardBoundary(Vector2 position)
{
return position.X <= 8 && position.X >= 0
&& position.Y <= 8 && position.Y >= 0;
}
internal IEnumerable<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
.Where(kvp => kvp.Value?.Owner == whichPlayer)
.Select(kvp => new BoardTile(kvp.Value!, FromBoardNotation(kvp.Key)));
internal void Capture(Vector2 to)
{
var piece = this[to];
if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
piece.Capture(WhoseTurn);
ActivePlayerHand.Add(piece);
}
/// <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 Piece? GetFirstPieceAlongPath(IEnumerable<Vector2> path)
{
foreach (var step in path)
{
if (this[step] != null) return this[step];
}
return null;
}
public static string ToBoardNotation(Vector2 vector)
{
return ToBoardNotation((int)vector.X, (int)vector.Y);
}
public static string ToBoardNotation(int x, int y)
private static string ToBoardNotation(int x, int y)
{
var file = (char)(x + A);
var rank = y + 1;
@@ -95,10 +187,9 @@ namespace Shogi.Domain
}
public static Vector2 FromBoardNotation(string notation)
{
notation = notation.ToUpper();
if (Regex.IsMatch(notation, BoardNotationRegex))
{
var match = Regex.Match(notation, BoardNotationRegex);
var match = Regex.Match(notation, BoardNotationRegex, RegexOptions.IgnoreCase);
char file = match.Groups["file"].Value[0];
int rank = int.Parse(match.Groups["rank"].Value);
return new Vector2(file - A, rank - 1);
@@ -106,37 +197,55 @@ namespace Shogi.Domain
throw new ArgumentException($"Board notation not recognized. Notation given: {notation}");
}
private void CacheKingPositions()
{
ForEachNotNull((tile, position) =>
{
if (tile.WhichPiece == WhichPiece.King)
{
if (tile.Owner == WhichPlayer.Player1)
{
Player1KingPosition = position;
}
else if (tile.Owner == WhichPlayer.Player2)
{
Player2KingPosition = position;
}
}
});
}
private void InitializeBoardState()
{
this["A1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
this["B1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
this["C1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
this["D1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
this["E1"] = new Piece(WhichPiece.King, WhichPlayer.Player1);
this["F1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
this["G1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
this["H1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
this["I1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
this["A1"] = new Lance(WhichPlayer.Player1);
this["B1"] = new Knight(WhichPlayer.Player1);
this["C1"] = new SilverGeneral(WhichPlayer.Player1);
this["D1"] = new GoldGeneral(WhichPlayer.Player1);
this["E1"] = new King(WhichPlayer.Player1);
this["F1"] = new GoldGeneral(WhichPlayer.Player1);
this["G1"] = new SilverGeneral(WhichPlayer.Player1);
this["H1"] = new Knight(WhichPlayer.Player1);
this["I1"] = new Lance(WhichPlayer.Player1);
this["A2"] = null;
this["B2"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player1);
this["B2"] = new Bishop(WhichPlayer.Player1);
this["C2"] = null;
this["D2"] = null;
this["E2"] = null;
this["F2"] = null;
this["G2"] = null;
this["H2"] = new Piece(WhichPiece.Rook, WhichPlayer.Player1);
this["H2"] = new Rook(WhichPlayer.Player1);
this["I2"] = null;
this["A3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["B3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["C3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["D3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["E3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["F3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["G3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["H3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["I3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
this["A3"] = new Pawn(WhichPlayer.Player1);
this["B3"] = new Pawn(WhichPlayer.Player1);
this["C3"] = new Pawn(WhichPlayer.Player1);
this["D3"] = new Pawn(WhichPlayer.Player1);
this["E3"] = new Pawn(WhichPlayer.Player1);
this["F3"] = new Pawn(WhichPlayer.Player1);
this["G3"] = new Pawn(WhichPlayer.Player1);
this["H3"] = new Pawn(WhichPlayer.Player1);
this["I3"] = new Pawn(WhichPlayer.Player1);
this["A4"] = null;
this["B4"] = null;
@@ -168,35 +277,35 @@ namespace Shogi.Domain
this["H6"] = null;
this["I6"] = null;
this["A7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["B7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["C7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["D7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["E7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["F7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["G7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["H7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["I7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
this["A7"] = new Pawn(WhichPlayer.Player2);
this["B7"] = new Pawn(WhichPlayer.Player2);
this["C7"] = new Pawn(WhichPlayer.Player2);
this["D7"] = new Pawn(WhichPlayer.Player2);
this["E7"] = new Pawn(WhichPlayer.Player2);
this["F7"] = new Pawn(WhichPlayer.Player2);
this["G7"] = new Pawn(WhichPlayer.Player2);
this["H7"] = new Pawn(WhichPlayer.Player2);
this["I7"] = new Pawn(WhichPlayer.Player2);
this["A8"] = null;
this["B8"] = new Piece(WhichPiece.Rook, WhichPlayer.Player2);
this["B8"] = new Rook(WhichPlayer.Player2);
this["C8"] = null;
this["D8"] = null;
this["E8"] = null;
this["F8"] = null;
this["G8"] = null;
this["H8"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player2);
this["H8"] = new Bishop(WhichPlayer.Player2);
this["I8"] = null;
this["A9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
this["B9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
this["C9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
this["D9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
this["E9"] = new Piece(WhichPiece.King, WhichPlayer.Player2);
this["F9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
this["G9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
this["H9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
this["I9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
this["A9"] = new Lance(WhichPlayer.Player2);
this["B9"] = new Knight(WhichPlayer.Player2);
this["C9"] = new SilverGeneral(WhichPlayer.Player2);
this["D9"] = new GoldGeneral(WhichPlayer.Player2);
this["E9"] = new King(WhichPlayer.Player2);
this["F9"] = new GoldGeneral(WhichPlayer.Player2);
this["G9"] = new SilverGeneral(WhichPlayer.Player2);
this["H9"] = new Knight(WhichPlayer.Player2);
this["I9"] = new Lance(WhichPlayer.Player2);
}
}
}

View File

@@ -1,41 +1,15 @@
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Shogi.Domain.UnitTests")]
namespace Shogi.Domain
{
internal class StandardRules
{
/// <param name="element">Guaranteed to be non-null.</param>
/// <param name="position"></param>
public delegate void Callback(Piece collider, Vector2 position);
private readonly ShogiBoardState boardState;
private readonly ShogiBoardState board;
private Vector2 player1KingPosition;
private Vector2 player2KingPosition;
public StandardRules(ShogiBoardState board)
internal StandardRules(ShogiBoardState board)
{
this.board = board;
CacheKingPositions();
}
private void CacheKingPositions()
{
this.board.ForEachNotNull((tile, position) =>
{
if (tile.WhichPiece == WhichPiece.King)
{
if (tile.Owner == WhichPlayer.Player1)
{
player1KingPosition = position;
}
else if (tile.Owner == WhichPlayer.Player2)
{
player2KingPosition = position;
}
}
});
this.boardState = board;
}
/// <summary>
@@ -43,82 +17,64 @@ namespace Shogi.Domain
/// </summary>
/// <param name="fromNotation">The position of the piece being moved expressed in board notation.</param>
/// <param name="toNotation">The target position expressed in board notation.</param>
/// <param name="isPromotionRequested">True if a promotion is expected as a result of this move.</param>
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
public MoveResult Move(string fromNotation, string toNotation, bool isPromotion = false)
internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false)
{
var from = ShogiBoardState.FromBoardNotation(fromNotation);
var to = ShogiBoardState.FromBoardNotation(toNotation);
var fromPiece = board[from];
var fromPiece = boardState[from];
if (fromPiece == null)
{
return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move.");
}
if (fromPiece.Owner != board.WhoseTurn)
if (fromPiece.Owner != boardState.WhoseTurn)
{
return new MoveResult(false, "Not allowed to move the opponents piece");
}
if (ShogiIsPathable(from, to) == false)
var path = fromPiece.GetPathFromStartToEnd(from, to);
if (boardState.IsPathBlocked(path))
{
return new MoveResult(false, $"Proposed move is not part of the move-set for piece {fromPiece.WhichPiece}.");
return new MoveResult(false, "Another piece obstructs the desired move.");
}
var captured = board[to];
if (captured != null)
if (boardState[to] != null)
{
if (captured.Owner == board.WhoseTurn)
{
return new MoveResult(false, "Capturing your own piece is not allowed.");
}
captured.Capture();
board.Hand.Add(captured);
boardState.Capture(to);
}
//Mutate the board.
if (isPromotion)
if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from)))
{
if (board.WhoseTurn == WhichPlayer.Player1 && (to.Y > 5 || from.Y > 5))
{
fromPiece.Promote();
}
else if (board.WhoseTurn == WhichPlayer.Player2 && (to.Y < 3 || from.Y < 3))
{
fromPiece.Promote();
}
fromPiece.Promote();
}
board[to] = fromPiece;
board[from] = null;
if (fromPiece.WhichPiece == WhichPiece.King)
{
if (fromPiece.Owner == WhichPlayer.Player1)
{
player1KingPosition = from;
}
else if (fromPiece.Owner == WhichPlayer.Player2)
{
player2KingPosition = from;
}
}
//MoveHistory.Add(move);
boardState[to] = fromPiece;
boardState[from] = null;
boardState.RememberAsMostRecentMove(from, to);
var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
boardState.WhoseTurn = otherPlayer;
return new MoveResult(true);
}
/// <summary>
/// Move a piece from the hand to the board ignorant if check or check-mate.
/// </summary>
/// <param name="pieceInHand"></param>
/// <param name="to">The target position expressed in board notation.</param>
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
public MoveResult Move(WhichPiece pieceInHand, string toNotation)
internal MoveResult Move(WhichPiece pieceInHand, string toNotation)
{
var to = ShogiBoardState.FromBoardNotation(toNotation);
var index = board.Hand.FindIndex(p => p.WhichPiece == pieceInHand);
var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
if (index == -1)
{
return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
}
if (board[to] != null)
if (boardState[to] != null)
{
return new MoveResult(false, $"Illegal move - attempting to capture while playing a piece from the hand.");
}
@@ -128,8 +84,8 @@ namespace Shogi.Domain
case WhichPiece.Knight:
{
// Knight cannot be placed onto the farthest two ranks from the hand.
if ((board.WhoseTurn == WhichPlayer.Player1 && to.Y > 6)
|| (board.WhoseTurn == WhichPlayer.Player2 && to.Y < 2))
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y < 2))
{
return new MoveResult(false, "Knight has no valid moves after placed.");
}
@@ -139,8 +95,8 @@ namespace Shogi.Domain
case WhichPiece.Pawn:
{
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
if ((board.WhoseTurn == WhichPlayer.Player1 && to.Y == 8)
|| (board.WhoseTurn == WhichPlayer.Player2 && to.Y == 0))
if ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8)
|| (boardState.WhoseTurn == WhichPlayer.Player2 && to.Y == 0))
{
return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
}
@@ -149,262 +105,180 @@ namespace Shogi.Domain
}
// Mutate the board.
board[to] = board.Hand[index];
board.Hand.RemoveAt(index);
boardState[to] = boardState.ActivePlayerHand[index];
boardState.ActivePlayerHand.RemoveAt(index);
//MoveHistory.Add(move);
return new MoveResult(true);
}
private bool ShogiIsPathable(Vector2 from, Vector2 to)
/// <summary>
/// Determines if the last move put the player who moved in check.
/// </summary>
/// <remarks>
/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance.
/// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
/// </remarks>
internal bool IsPlayerInCheckAfterMove()
{
var piece = board[from];
if (piece == null) return false;
var isObstructed = false;
var isPathable = PathTo(from, to, (other, position) =>
{
if (other.Owner == piece.Owner) isObstructed = true;
});
return !isObstructed && isPathable;
}
public bool EvaluateCheckAfterMove(WhichPiece pieceInHand, Vector2 to, WhichPlayer whichPlayer)
{
if (whichPlayer == board.InCheck) return true; // If we already know the player is in check, don't bother.
var previousMovedPiece = boardState[boardState.PreviousMoveTo];
if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMoveTo}.");
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
var isCheck = false;
var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1KingPosition : player2KingPosition;
// Check if the move put the king in check.
if (PathTo(to, kingPosition)) return true;
// TODO: Check for illegal move from hand. It is illegal to place from the hand such that you check-mate your opponent.
// Go read the shogi rules to be sure this is true.
return isCheck;
}
public bool IsPlayerInCheckAfterMove(Vector2 from, Vector2 to, WhichPlayer whichPlayer)
{
if (whichPlayer == board.InCheck) return true; // If we already know the player is in check, don't bother.
var isCheck = false;
var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1KingPosition : player2KingPosition;
// Check if the move put the king in check.
if (PathTo(to, kingPosition)) return true;
// Get line equation from king through the now-unoccupied location.
var direction = Vector2.Subtract(kingPosition, from);
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMoveFrom);
var slope = Math.Abs(direction.Y / direction.X);
var path = ShogiBoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMoveFrom, Vector2.Normalize(direction));
var threat = boardState.GetFirstPieceAlongPath(path);
if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
// If absolute slope is 45°, look for a bishop along the line.
// If absolute slope is 0° or 90°, look for a rook along the line.
// if absolute slope is 0°, look for lance along the line.
if (float.IsInfinity(slope))
{
// if slope of the move is also infinity...can skip this?
LinePathTo(kingPosition, direction, (piece, position) =>
isCheck = threat.WhichPiece switch
{
if (piece.Owner != whichPlayer)
{
switch (piece.WhichPiece)
{
case WhichPiece.Rook:
isCheck = true;
break;
case WhichPiece.Lance:
if (!piece.IsPromoted) isCheck = true;
break;
}
}
});
WhichPiece.Lance => !threat.IsPromoted,
WhichPiece.Rook => true,
_ => false
};
}
else if (slope == 1)
{
LinePathTo(kingPosition, direction, (piece, position) =>
isCheck = threat.WhichPiece switch
{
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Bishop)
{
isCheck = true;
}
});
WhichPiece.Bishop => true,
_ => false
};
}
else if (slope == 0)
{
LinePathTo(kingPosition, direction, (piece, position) =>
isCheck = threat.WhichPiece switch
{
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Rook)
{
isCheck = true;
}
});
WhichPiece.Rook => true,
_ => false
};
}
return isCheck;
}
public bool EvaluateCheckmate()
internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMoveTo);
internal bool IsOpposingKingThreatenedByPosition(Vector2 position)
{
if (!board.InCheck.HasValue) return false;
var previousMovedPiece = boardState[position];
if (previousMovedPiece == null) return false;
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition;
var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition);
var threatenedPiece = boardState.GetFirstPieceAlongPath(path);
if (!path.Any() || threatenedPiece == null) return false;
return threatenedPiece.WhichPiece == WhichPiece.King;
}
internal bool IsPlayerInCheckMate(WhichPlayer whichPlayer)
{
if (!boardState.InCheck.HasValue) return false;
// Get all pieces from "other player" who threaten the king in question.
var otherPlayer = whichPlayer == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var tilesOccupiedByOtherPlayer = boardState.GetTilesOccupiedBy(otherPlayer);
if (tilesOccupiedByOtherPlayer.SingleOrDefault() != default)
{
/* If there is exactly one threat it is possible to block the check.
* Foreach piece owned by whichPlayer
* if piece can intercept check, return false;
*/
var threat = tilesOccupiedByOtherPlayer.Single();
var kingPosition = whichPlayer == WhichPlayer.Player1
? boardState.Player1KingPosition
: boardState.Player2KingPosition;
var tiles = boardState.GetTilesOccupiedBy(whichPlayer);
var line = Vector2.Subtract(kingPosition, threat.Position);
var slope = line.Y / line.X;
foreach (var tile in tiles)
{
// y = mx + b; slope intercept
// b = -mx + y;
var b = -slope * tile.Position.X + tile.Position.Y;
//if (tile.Position.Y = slope * tile.Position.X + )
}
}
/* If no ability to block the check, maybe the king can evade check by moving.
*
* Foreach position the king can reach
* Foreach piece owned by "other player", check if piece threatens king position.
*/
//
return false;
//foreach (var kvp in boardState)
//{
// if (kvp.Value == null) continue;
// var position = ShogiBoardState.FromBoardNotation(kvp.Key);
// var piece = kvp.Value;
// foreach (var path in piece.MoveSet)
// {
// if (path.Distance == Distance.OneStep)
// {
// var move = path.Direction + position;
// var simulationState = new ShogiBoardState(boardState);
// var simulation = new Shogi(simulationState);
// simulation.Move(position, move);
// }
// else if (path.Distance == Distance.MultiStep)
// {
// }
// }
//}
}
public bool EvaluateCheckmate_Old()
{
if (!boardState.InCheck.HasValue) return false;
// Assume true and try to disprove.
var isCheckmate = true;
board.ForEachNotNull((piece, from) => // For each piece...
boardState.ForEachNotNull((piece, from) => // For each piece...
{
// Short circuit
if (!isCheckmate) return;
if (piece.Owner == board.InCheck) // ...owned by the player in check...
if (piece.Owner == boardState.InCheck) // ...owned by the player in check...
{
// ...evaluate if any move gets the player out of check.
PathEvery(from, (other, position) =>
{
var simulationBoard = new StandardRules(new ShogiBoardState(board));
var fromNotation = ShogiBoardState.ToBoardNotation(from);
var toNotation = ShogiBoardState.ToBoardNotation(position);
var simulationResult = simulationBoard.Move(fromNotation, toNotation, false);
if (simulationResult.Success)
{
if (!IsPlayerInCheckAfterMove(from, position, board.InCheck.Value))
{
isCheckmate = false;
}
}
});
//PathEvery(from, (other, position) =>
//{
// var simulationBoard = new StandardRules(new ShogiBoardState(board));
// var fromNotation = ShogiBoardState.ToBoardNotation(from);
// var toNotation = ShogiBoardState.ToBoardNotation(position);
// var simulationResult = simulationBoard.Move(fromNotation, toNotation, false);
// if (simulationResult.Success)
// {
// //if (!IsPlayerInCheckAfterMove(from, position, board.InCheck.Value))
// //{
// // isCheckmate = false;
// //}
// }
//});
}
// TODO: Assert that a player could not place a piece from their hand to avoid check.
});
return isCheckmate;
}
/// <summary>
/// Navigate the collection such that each "step" is always towards the destination, respecting the Paths available to the element at origin.
/// </summary>
/// <param name="element">The pathing element.</param>
/// <param name="origin">The starting location.</param>
/// <param name="destination">The destination.</param>
/// <param name="callback">Do cool stuff here.</param>
/// <returns>True if the element reached the destination.</returns>
public bool PathTo(Vector2 origin, Vector2 destination, Callback? callback = null)
{
if (destination.X > 8 || destination.Y > 8 || destination.X < 0 || destination.Y < 0)
{
return false;
}
var piece = board[origin];
if (piece == null) return false;
var path = FindDirectionTowardsDestination(GetMoveSet(piece.WhichPiece).GetMoves(piece.IsUpsideDown), origin, destination);
if (!IsPathable(origin, destination, path.Direction))
{
// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
return false;
}
var shouldPath = true;
var next = origin;
while (shouldPath && next != destination)
{
next = Vector2.Add(next, path.Direction);
var collider = board[next];
if (collider != null)
{
callback?.Invoke(collider, next);
shouldPath = false;
}
else if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
}
return next == destination;
}
public void PathEvery(Vector2 from, Callback callback)
{
var piece = board[from];
if (piece == null)
{
return;
}
foreach (var path in GetMoveSet(piece.WhichPiece).GetMoves(piece.IsUpsideDown))
{
var shouldPath = true;
var next = Vector2.Add(from, path.Direction); ;
while (shouldPath && next.X < 8 && next.Y < 8 && next.X >= 0 && next.Y >= 0)
{
var collider = board[(int)next.Y, (int)next.X];
if (collider != null)
{
callback(collider, next);
shouldPath = false;
}
if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
next = Vector2.Add(next, path.Direction);
}
}
}
public static bool IsPathable(Vector2 origin, Vector2 destination, Vector2 direction)
{
var next = Vector2.Add(origin, direction);
if (Vector2.Distance(next, destination) >= Vector2.Distance(origin, destination)) return false;
var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
if (float.IsInfinity(slope))
{
return next.X == destination.X;
}
else
{
// b = -mx + y
var yIntercept = -slope * origin.X + origin.Y;
// y = mx + b
return next.Y == slope * next.X + yIntercept;
}
}
/// <summary>
/// Path the line from origin to destination, ignoring any Paths defined by the element at origin.
/// </summary>
public void LinePathTo(Vector2 origin, Vector2 direction, Callback callback)
{
direction = Vector2.Normalize(direction);
var next = Vector2.Add(origin, direction);
while (next.X >= 0 && next.X < 8 && next.Y >= 0 && next.Y < 8)
{
var element = board[next];
if (element != null) callback(element, next);
next = Vector2.Add(next, direction);
}
}
public static Move FindDirectionTowardsDestination(ICollection<Move> paths, Vector2 origin, Vector2 destination) =>
paths.Aggregate((a, b) =>
{
var distanceA = Vector2.Distance(destination, Vector2.Add(origin, a.Direction));
var distanceB = Vector2.Distance(destination, Vector2.Add(origin, b.Direction));
return distanceA < distanceB ? a : b;
});
public static MoveSet GetMoveSet(WhichPiece whichPiece)
{
return whichPiece switch
{
WhichPiece.King => MoveSet.King,
WhichPiece.GoldGeneral => MoveSet.GoldGeneral,
WhichPiece.SilverGeneral => MoveSet.SilverGeneral,
WhichPiece.Bishop => MoveSet.Bishop,
WhichPiece.Rook => MoveSet.Rook,
WhichPiece.Knight => MoveSet.Knight,
WhichPiece.Lance => MoveSet.Lance,
WhichPiece.Pawn => MoveSet.Pawn,
_ => throw new ArgumentException($"{nameof(WhichPiece)} not recognized."),
};
}
}
}