squash a bunch of commits
This commit is contained in:
242
Shogi.Domain/Aggregates/Session.cs
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242
Shogi.Domain/Aggregates/Session.cs
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@@ -0,0 +1,242 @@
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using Shogi.Domain.ValueObjects;
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using System.Text;
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namespace Shogi.Domain;
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/// <summary>
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/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
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/// The board is always from Player1's perspective.
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/// [0,0] is the lower-left position, [8,8] is the higher-right position
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/// </summary>
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public sealed class Session
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{
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private readonly StandardRules rules;
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public Session(string name, BoardState initialState, string player1, string? player2 = null)
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{
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Name = name;
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Player1 = player1;
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Player2 = player2;
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BoardState = initialState;
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rules = new StandardRules(BoardState);
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}
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public BoardState BoardState { get; }
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public string Name { get; }
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public string Player1 { get; }
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public string? Player2 { get; }
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/// <summary>
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/// Move a piece from a board position to another board position, potentially capturing an opponents piece. Respects all rules of the game.
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/// </summary>
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/// <remarks>
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/// The strategy involves simulating a move on a throw-away board state that can be used to
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/// validate legal vs illegal moves without having to worry about reverting board state.
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/// </remarks>
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/// <exception cref="InvalidOperationException"></exception>
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public void Move(string from, string to, bool isPromotion)
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{
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var simulationState = new BoardState(BoardState);
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var simulation = new StandardRules(simulationState);
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var moveResult = simulation.Move(from, to, isPromotion);
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if (!moveResult.Success)
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{
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throw new InvalidOperationException(moveResult.Reason);
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}
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// If already in check, assert the move that resulted in check no longer results in check.
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if (BoardState.InCheck == BoardState.WhoseTurn
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&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMoveTo))
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{
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throw new InvalidOperationException("Unable to move because you are still in check.");
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}
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var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (simulation.IsPlayerInCheckAfterMove())
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{
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throw new InvalidOperationException("Illegal move. This move places you in check.");
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}
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_ = rules.Move(from, to, isPromotion);
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if (rules.IsOpponentInCheckAfterMove())
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{
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BoardState.InCheck = otherPlayer;
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if (rules.IsOpponentInCheckMate())
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{
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BoardState.IsCheckmate = true;
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}
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}
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else
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{
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BoardState.InCheck = null;
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}
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BoardState.WhoseTurn = otherPlayer;
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}
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public void Move(WhichPiece pieceInHand, string to)
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{
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var index = BoardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
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if (index == -1)
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{
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throw new InvalidOperationException($"{pieceInHand} does not exist in the hand.");
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}
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if (BoardState[to] != null)
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{
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throw new InvalidOperationException("Illegal placement of piece from the hand. Destination is not empty.");
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}
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var toVector = Notation.FromBoardNotation(to);
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switch (pieceInHand)
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{
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case WhichPiece.Knight:
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{
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// Knight cannot be placed onto the farthest two ranks from the hand.
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if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y > 6
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|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y < 2)
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{
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throw new InvalidOperationException("Illegal move. Knight has no valid moves after placement.");
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}
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break;
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}
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case WhichPiece.Lance:
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case WhichPiece.Pawn:
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{
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// Lance and Pawn cannot be placed onto the farthest rank from the hand.
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if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y == 8
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|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y == 0)
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{
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throw new InvalidOperationException($"Illegal move. {pieceInHand} has no valid moves after placement.");
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}
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break;
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}
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}
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var tempBoard = new BoardState(BoardState);
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var simulation = new StandardRules(tempBoard);
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var moveResult = simulation.Move(pieceInHand, to);
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if (!moveResult.Success)
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{
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throw new InvalidOperationException(moveResult.Reason);
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}
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var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (BoardState.InCheck == BoardState.WhoseTurn)
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{
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//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn))
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//{
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// throw new InvalidOperationException("Illegal move. You're still in check!");
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//}
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}
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var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition;
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//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer))
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//{
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//}
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//rules.Move(from, to, isPromotion);
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//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
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//{
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// board.InCheck = otherPlayer;
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// board.IsCheckmate = rules.EvaluateCheckmate();
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//}
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//else
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//{
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// board.InCheck = null;
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//}
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BoardState.WhoseTurn = otherPlayer;
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}
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/// <summary>
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/// Prints a ASCII representation of the board for debugging board state.
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/// </summary>
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/// <returns></returns>
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public string ToStringStateAsAscii()
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{
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var builder = new StringBuilder();
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builder.Append(" ");
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builder.Append("Player 2(.)");
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builder.AppendLine();
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for (var rank = 8; rank >= 0; rank--)
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{
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// Horizontal line
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builder.Append(" - ");
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for (var file = 0; file < 8; file++) builder.Append("- - ");
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builder.Append("- -");
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// Print Rank ruler.
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builder.AppendLine();
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builder.Append($"{rank + 1} ");
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// Print pieces.
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builder.Append(" |");
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for (var x = 0; x < 9; x++)
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{
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var piece = BoardState[x, rank];
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if (piece == null)
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{
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builder.Append(" ");
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}
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else
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{
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builder.AppendFormat("{0}", ToAscii(piece));
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}
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builder.Append('|');
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}
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builder.AppendLine();
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}
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// Horizontal line
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builder.Append(" - ");
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for (var x = 0; x < 8; x++) builder.Append("- - ");
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builder.Append("- -");
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builder.AppendLine();
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builder.Append(" ");
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builder.Append("Player 1");
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builder.AppendLine();
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builder.AppendLine();
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// Print File ruler.
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builder.Append(" ");
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builder.Append(" A B C D E F G H I ");
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return builder.ToString();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="piece"></param>
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/// <returns>
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/// A string with three characters.
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/// The first character indicates promotion status.
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/// The second character indicates piece.
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/// The third character indicates ownership.
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/// </returns>
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private static string ToAscii(Piece piece)
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{
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var builder = new StringBuilder();
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if (piece.IsPromoted) builder.Append('^');
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else builder.Append(' ');
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var name = piece.WhichPiece switch
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{
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WhichPiece.King => "K",
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WhichPiece.GoldGeneral => "G",
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WhichPiece.SilverGeneral => "S",
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WhichPiece.Bishop => "B",
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WhichPiece.Rook => "R",
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WhichPiece.Knight => "k",
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WhichPiece.Lance => "L",
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WhichPiece.Pawn => "P",
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_ => throw new ArgumentException($"Unknown value for {nameof(WhichPiece)}."),
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};
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builder.Append(name);
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if (piece.Owner == WhichPlayer.Player2) builder.Append('.');
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else builder.Append(' ');
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return builder.ToString();
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}
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}
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@@ -1,246 +1,251 @@
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using Shogi.Domain.Pieces;
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using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.Pieces.Piece>;
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using Shogi.Domain.ValueObjects;
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using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
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namespace Shogi.Domain
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{
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public class BoardState
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{
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public delegate void ForEachDelegate(Piece element, Vector2 position);
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public class BoardState
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{
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/// <summary>
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/// Board state before any moves have been made, using standard setup and rules.
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/// </summary>
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public static readonly BoardState StandardStarting = new();
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public delegate void ForEachDelegate(Piece element, Vector2 position);
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public BoardState(Dictionary<string, Piece?> state)
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{
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board = state;
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Player1Hand = new List<Piece>();
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Player2Hand = new List<Piece>();
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PreviousMoveTo = Vector2.Zero;
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}
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public BoardState(Dictionary<string, Piece?> state)
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{
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board = state;
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Player1Hand = new List<Piece>();
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Player2Hand = new List<Piece>();
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PreviousMoveTo = Vector2.Zero;
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}
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public BoardState()
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{
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board = new Dictionary<string, Piece?>(81, StringComparer.OrdinalIgnoreCase);
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InitializeBoardState();
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Player1Hand = new List<Piece>();
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Player2Hand = new List<Piece>();
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PreviousMoveTo = Vector2.Zero;
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}
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public BoardState()
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{
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board = new Dictionary<string, Piece?>(81, StringComparer.OrdinalIgnoreCase);
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InitializeBoardState();
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Player1Hand = new List<Piece>();
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Player2Hand = new List<Piece>();
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PreviousMoveTo = Vector2.Zero;
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}
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public Dictionary<string, Piece?> State => board;
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Vector2 PreviousMoveFrom { get; private set; }
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public Vector2 PreviousMoveTo { get; private set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public Dictionary<string, Piece?> State => board;
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Vector2 PreviousMoveFrom { get; private set; }
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public Vector2 PreviousMoveTo { get; private set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public BoardState(BoardState other) : this()
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{
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foreach (var kvp in other.board)
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{
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// Replace copy constructor with static factory method in Piece.cs
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board[kvp.Key] = kvp.Value == null ? null : Piece.CreateCopy(kvp.Value);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMoveTo = other.PreviousMoveTo;
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Player1Hand.AddRange(other.Player1Hand);
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Player2Hand.AddRange(other.Player2Hand);
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}
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public BoardState(BoardState other) : this()
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{
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foreach (var kvp in other.board)
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{
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// Replace copy constructor with static factory method in Piece.cs
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board[kvp.Key] = kvp.Value == null ? null : Piece.CreateCopy(kvp.Value);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMoveTo = other.PreviousMoveTo;
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Player1Hand.AddRange(other.Player1Hand);
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Player2Hand.AddRange(other.Player2Hand);
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}
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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}
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internal void RememberAsMostRecentMove(Vector2 from, Vector2 to)
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{
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PreviousMoveFrom = from;
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PreviousMoveTo = to;
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}
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internal void RememberAsMostRecentMove(Vector2 from, Vector2 to)
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{
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PreviousMoveFrom = from;
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PreviousMoveTo = to;
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}
|
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/// <summary>
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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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||||
public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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/// <summary>
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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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internal bool IsWithinPromotionZone(Vector2 position)
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{
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return (WhoseTurn == WhichPlayer.Player1 && position.Y > 5)
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|| (WhoseTurn == WhichPlayer.Player2 && position.Y < 3);
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}
|
||||
internal bool IsWithinPromotionZone(Vector2 position)
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{
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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 static bool IsWithinBoardBoundary(Vector2 position)
|
||||
{
|
||||
return position.X <= 8 && position.X >= 0
|
||||
&& position.Y <= 8 && position.Y >= 0;
|
||||
}
|
||||
|
||||
internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
|
||||
.Where(kvp => kvp.Value?.Owner == whichPlayer)
|
||||
.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
|
||||
.ToList();
|
||||
internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
|
||||
.Where(kvp => kvp.Value?.Owner == whichPlayer)
|
||||
.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
|
||||
.ToList();
|
||||
|
||||
internal void Capture(Vector2 to)
|
||||
{
|
||||
var piece = this[to];
|
||||
if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
|
||||
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);
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
/// <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? QueryFirstPieceInPath(IEnumerable<Vector2> path)
|
||||
{
|
||||
foreach (var step in path)
|
||||
{
|
||||
if (this[step] != null) return this[step];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
|
||||
{
|
||||
foreach (var step in path)
|
||||
{
|
||||
if (this[step] != null) return this[step];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private void InitializeBoardState()
|
||||
{
|
||||
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);
|
||||
private void InitializeBoardState()
|
||||
{
|
||||
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 Bishop(WhichPlayer.Player1);
|
||||
this["C2"] = null;
|
||||
this["D2"] = null;
|
||||
this["E2"] = null;
|
||||
this["F2"] = null;
|
||||
this["G2"] = null;
|
||||
this["H2"] = new Rook(WhichPlayer.Player1);
|
||||
this["I2"] = null;
|
||||
this["A2"] = null;
|
||||
this["B2"] = new Bishop(WhichPlayer.Player1);
|
||||
this["C2"] = null;
|
||||
this["D2"] = null;
|
||||
this["E2"] = null;
|
||||
this["F2"] = null;
|
||||
this["G2"] = null;
|
||||
this["H2"] = new Rook(WhichPlayer.Player1);
|
||||
this["I2"] = null;
|
||||
|
||||
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["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;
|
||||
this["C4"] = null;
|
||||
this["D4"] = null;
|
||||
this["E4"] = null;
|
||||
this["F4"] = null;
|
||||
this["G4"] = null;
|
||||
this["H4"] = null;
|
||||
this["I4"] = null;
|
||||
this["A4"] = null;
|
||||
this["B4"] = null;
|
||||
this["C4"] = null;
|
||||
this["D4"] = null;
|
||||
this["E4"] = null;
|
||||
this["F4"] = null;
|
||||
this["G4"] = null;
|
||||
this["H4"] = null;
|
||||
this["I4"] = null;
|
||||
|
||||
this["A5"] = null;
|
||||
this["B5"] = null;
|
||||
this["C5"] = null;
|
||||
this["D5"] = null;
|
||||
this["E5"] = null;
|
||||
this["F5"] = null;
|
||||
this["G5"] = null;
|
||||
this["H5"] = null;
|
||||
this["I5"] = null;
|
||||
this["A5"] = null;
|
||||
this["B5"] = null;
|
||||
this["C5"] = null;
|
||||
this["D5"] = null;
|
||||
this["E5"] = null;
|
||||
this["F5"] = null;
|
||||
this["G5"] = null;
|
||||
this["H5"] = null;
|
||||
this["I5"] = null;
|
||||
|
||||
this["A6"] = null;
|
||||
this["B6"] = null;
|
||||
this["C6"] = null;
|
||||
this["D6"] = null;
|
||||
this["E6"] = null;
|
||||
this["F6"] = null;
|
||||
this["G6"] = null;
|
||||
this["H6"] = null;
|
||||
this["I6"] = null;
|
||||
this["A6"] = null;
|
||||
this["B6"] = null;
|
||||
this["C6"] = null;
|
||||
this["D6"] = null;
|
||||
this["E6"] = null;
|
||||
this["F6"] = null;
|
||||
this["G6"] = null;
|
||||
this["H6"] = null;
|
||||
this["I6"] = null;
|
||||
|
||||
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["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 Rook(WhichPlayer.Player2);
|
||||
this["C8"] = null;
|
||||
this["D8"] = null;
|
||||
this["E8"] = null;
|
||||
this["F8"] = null;
|
||||
this["G8"] = null;
|
||||
this["H8"] = new Bishop(WhichPlayer.Player2);
|
||||
this["I8"] = null;
|
||||
this["A8"] = null;
|
||||
this["B8"] = new Rook(WhichPlayer.Player2);
|
||||
this["C8"] = null;
|
||||
this["D8"] = null;
|
||||
this["E8"] = null;
|
||||
this["F8"] = null;
|
||||
this["G8"] = null;
|
||||
this["H8"] = new Bishop(WhichPlayer.Player2);
|
||||
this["I8"] = null;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using Shogi.Domain.Pieces;
|
||||
using Shogi.Domain.ValueObjects;
|
||||
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
internal static class DomainExtensions
|
||||
internal static class DomainExtensions
|
||||
{
|
||||
public static bool IsKing(this Piece self) => self.WhichPiece == WhichPiece.King;
|
||||
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using Shogi.Domain.Pieces;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Shogi.Domain.Pathing
|
||||
{
|
||||
|
||||
@@ -1,47 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
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 => Owner == WhichPlayer.Player1 ? Player1Paths : Player2Paths;
|
||||
}
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -1,32 +0,0 @@
|
||||
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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,95 +0,0 @@
|
||||
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 CreateCopy(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)}.")
|
||||
};
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Respecting the move-set of the Piece, collect all positions from start to end.
|
||||
/// Useful if you need to iterate a move-set.
|
||||
/// </summary>
|
||||
/// <param name="start"></param>
|
||||
/// <param name="end"></param>
|
||||
/// <returns>An empty list if the piece cannot legally traverse from start to end. Otherwise, a list of positions.</returns>
|
||||
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 (path.Distance == Distance.OneStep) break;
|
||||
}
|
||||
|
||||
if (position == end)
|
||||
{
|
||||
return steps;
|
||||
}
|
||||
|
||||
return Array.Empty<Vector2>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all positions this piece could move to from the currentPosition, respecting the move-set of this piece.
|
||||
/// </summary>
|
||||
/// <param name="currentPosition"></param>
|
||||
/// <returns>A list of positions the piece could move to.</returns>
|
||||
public IEnumerable<Vector2> GetPossiblePositions(Vector2 currentPosition)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,52 +0,0 @@
|
||||
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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,257 +0,0 @@
|
||||
using Shogi.Domain.Pieces;
|
||||
using System.Text;
|
||||
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
/// <summary>
|
||||
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
|
||||
/// The board is always from Player1's perspective.
|
||||
/// [0,0] is the lower-left position, [8,8] is the higher-right position
|
||||
/// </summary>
|
||||
public sealed class Session
|
||||
{
|
||||
private readonly Tuple<string, string> Players;
|
||||
private readonly BoardState boardState;
|
||||
private readonly StandardRules rules;
|
||||
private readonly SessionMetadata metadata;
|
||||
|
||||
public Session() : this(new BoardState())
|
||||
{
|
||||
}
|
||||
|
||||
public Session(BoardState state) : this(state, new SessionMetadata(string.Empty, false, string.Empty, string.Empty))
|
||||
{
|
||||
}
|
||||
|
||||
public Session(BoardState state, SessionMetadata metadata)
|
||||
{
|
||||
rules = new StandardRules(state);
|
||||
boardState = state;
|
||||
this.metadata = metadata;
|
||||
Players = new(string.Empty, string.Empty);
|
||||
}
|
||||
|
||||
public string Name => metadata.Name;
|
||||
public string Player1Name => metadata.Player1;
|
||||
public string? Player2Name => metadata.Player2;
|
||||
public IDictionary<string, Piece?> BoardState => boardState.State;
|
||||
public IList<Piece> Player1Hand => boardState.Player1Hand;
|
||||
public IList<Piece> Player2Hand => boardState.Player2Hand;
|
||||
public WhichPlayer? InCheck => boardState.InCheck;
|
||||
public bool IsCheckMate => boardState.IsCheckmate;
|
||||
|
||||
/// <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 simulationState = new BoardState(boardState);
|
||||
var simulation = new StandardRules(simulationState);
|
||||
var moveResult = simulation.Move(from, to, isPromotion);
|
||||
if (!moveResult.Success)
|
||||
{
|
||||
throw new InvalidOperationException(moveResult.Reason);
|
||||
}
|
||||
|
||||
// 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.IsOpponentInCheckAfterMove())
|
||||
{
|
||||
boardState.InCheck = otherPlayer;
|
||||
if (rules.IsOpponentInCheckMate())
|
||||
{
|
||||
boardState.IsCheckmate = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
boardState.InCheck = null;
|
||||
}
|
||||
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 = Notation.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 BoardState(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>
|
||||
/// 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("- -");
|
||||
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
/// <summary>
|
||||
/// A representation of a Session without the board and game-rules.
|
||||
/// </summary>
|
||||
public class SessionMetadata
|
||||
{
|
||||
public string Name { get; }
|
||||
public string Player1 { get; }
|
||||
public string? Player2 { get; private set; }
|
||||
public bool IsPrivate { get; }
|
||||
|
||||
public SessionMetadata(string name, bool isPrivate, string player1, string? player2 = null)
|
||||
{
|
||||
Name = name;
|
||||
IsPrivate = isPrivate;
|
||||
Player1 = player1;
|
||||
Player2 = player2;
|
||||
}
|
||||
|
||||
public void SetPlayer2(string user)
|
||||
{
|
||||
Player2 = user;
|
||||
}
|
||||
|
||||
public bool IsSeated(string playerName) => playerName == Player1 || playerName == Player2;
|
||||
}
|
||||
}
|
||||
@@ -7,10 +7,14 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Using Include="System"/>
|
||||
<Using Include="System.Collections.Generic"/>
|
||||
<Using Include="System.Linq"/>
|
||||
<Using Include="System.Numerics"/>
|
||||
<Using Include="System" />
|
||||
<Using Include="System.Collections.Generic" />
|
||||
<Using Include="System.Linq" />
|
||||
<Using Include="System.Numerics" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Folder Include="Entities\" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.Pieces;
|
||||
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.Pieces.Piece>;
|
||||
using Shogi.Domain.ValueObjects;
|
||||
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
|
||||
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
internal class StandardRules
|
||||
internal class StandardRules
|
||||
{
|
||||
private readonly BoardState boardState;
|
||||
|
||||
|
||||
47
Shogi.Domain/ValueObjects/Bishop.cs
Normal file
47
Shogi.Domain/ValueObjects/Bishop.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal record 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;
|
||||
}
|
||||
}
|
||||
31
Shogi.Domain/ValueObjects/GoldGeneral.cs
Normal file
31
Shogi.Domain/ValueObjects/GoldGeneral.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal record 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 => Owner == WhichPlayer.Player1 ? Player1Paths : Player2Paths;
|
||||
}
|
||||
}
|
||||
27
Shogi.Domain/ValueObjects/King.cs
Normal file
27
Shogi.Domain/ValueObjects/King.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal record 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;
|
||||
}
|
||||
}
|
||||
32
Shogi.Domain/ValueObjects/Knight.cs
Normal file
32
Shogi.Domain/ValueObjects/Knight.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal record 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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
31
Shogi.Domain/ValueObjects/Lance.cs
Normal file
31
Shogi.Domain/ValueObjects/Lance.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal record 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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
31
Shogi.Domain/ValueObjects/Pawn.cs
Normal file
31
Shogi.Domain/ValueObjects/Pawn.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal record 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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
95
Shogi.Domain/ValueObjects/Piece.cs
Normal file
95
Shogi.Domain/ValueObjects/Piece.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
[DebuggerDisplay("{WhichPiece} {Owner}")]
|
||||
public abstract record class Piece
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates a clone of an existing piece.
|
||||
/// </summary>
|
||||
public static Piece CreateCopy(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)}.")
|
||||
};
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Respecting the move-set of the Piece, collect all positions from start to end.
|
||||
/// Useful if you need to iterate a move-set.
|
||||
/// </summary>
|
||||
/// <param name="start"></param>
|
||||
/// <param name="end"></param>
|
||||
/// <returns>An empty list if the piece cannot legally traverse from start to end. Otherwise, a list of positions.</returns>
|
||||
public IEnumerable<Vector2> GetPathFromStartToEnd(Vector2 start, Vector2 end)
|
||||
{
|
||||
var steps = new List<Vector2>(10);
|
||||
|
||||
var path = MoveSet.GetNearestPath(start, end);
|
||||
var position = start;
|
||||
while (Vector2.Distance(start, position) < Vector2.Distance(start, end))
|
||||
{
|
||||
position += path.Direction;
|
||||
steps.Add(position);
|
||||
|
||||
if (path.Distance == Distance.OneStep) break;
|
||||
}
|
||||
|
||||
if (position == end)
|
||||
{
|
||||
return steps;
|
||||
}
|
||||
|
||||
return Array.Empty<Vector2>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all positions this piece could move to from the currentPosition, respecting the move-set of this piece.
|
||||
/// </summary>
|
||||
/// <param name="currentPosition"></param>
|
||||
/// <returns>A list of positions the piece could move to.</returns>
|
||||
public IEnumerable<Vector2> GetPossiblePositions(Vector2 currentPosition)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
51
Shogi.Domain/ValueObjects/Rook.cs
Normal file
51
Shogi.Domain/ValueObjects/Rook.cs
Normal file
@@ -0,0 +1,51 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
|
||||
public record class Rook : Piece
|
||||
{
|
||||
public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(4)
|
||||
{
|
||||
new Path(Direction.Up, Distance.MultiStep),
|
||||
new Path(Direction.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(),
|
||||
};
|
||||
}
|
||||
35
Shogi.Domain/ValueObjects/SilverGeneral.cs
Normal file
35
Shogi.Domain/ValueObjects/SilverGeneral.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal record 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(),
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user