squash a bunch of commits

This commit is contained in:
2022-10-30 12:03:16 -05:00
parent 09b72c1858
commit 93027e8c57
222 changed files with 6157 additions and 3201 deletions

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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;
}
}

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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;
}
}

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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;
}
}

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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(),
};
}
}

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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(),
};
}
}

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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(),
};
}
}

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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();
}
}
}

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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(),
};
}

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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(),
};
}
}