@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user