squash a bunch of commits
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95
Shogi.Domain/ValueObjects/Piece.cs
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95
Shogi.Domain/ValueObjects/Piece.cs
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using Shogi.Domain.Pathing;
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using System.Diagnostics;
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namespace Shogi.Domain.ValueObjects
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{
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[DebuggerDisplay("{WhichPiece} {Owner}")]
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public abstract record class Piece
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{
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/// <summary>
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/// Creates a clone of an existing piece.
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/// </summary>
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public static Piece CreateCopy(Piece piece) => Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
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public static Piece Create(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
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{
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return piece switch
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{
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WhichPiece.King => new King(owner, isPromoted),
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WhichPiece.GoldGeneral => new GoldGeneral(owner, isPromoted),
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WhichPiece.SilverGeneral => new SilverGeneral(owner, isPromoted),
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WhichPiece.Bishop => new Bishop(owner, isPromoted),
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WhichPiece.Rook => new Rook(owner, isPromoted),
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WhichPiece.Knight => new Knight(owner, isPromoted),
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WhichPiece.Lance => new Lance(owner, isPromoted),
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WhichPiece.Pawn => new Pawn(owner, isPromoted),
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_ => throw new ArgumentException($"Unknown {nameof(WhichPiece)} when cloning a {nameof(Piece)}.")
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};
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}
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public abstract IEnumerable<Path> MoveSet { get; }
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public WhichPiece WhichPiece { get; }
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public WhichPlayer Owner { get; private set; }
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public bool IsPromoted { get; private set; }
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public bool IsUpsideDown => Owner == WhichPlayer.Player2;
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protected Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
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{
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WhichPiece = piece;
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Owner = owner;
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IsPromoted = isPromoted;
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}
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public bool CanPromote => !IsPromoted
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&& WhichPiece != WhichPiece.King
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&& WhichPiece != WhichPiece.GoldGeneral;
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public void Promote() => IsPromoted = CanPromote;
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/// <summary>
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/// Prep the piece for capture by changing ownership and demoting.
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/// </summary>
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public void Capture(WhichPlayer newOwner)
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{
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Owner = newOwner;
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IsPromoted = false;
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}
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/// <summary>
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/// Respecting the move-set of the Piece, collect all positions from start to end.
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/// Useful if you need to iterate a move-set.
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/// </summary>
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/// <param name="start"></param>
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/// <param name="end"></param>
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/// <returns>An empty list if the piece cannot legally traverse from start to end. Otherwise, a list of positions.</returns>
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public IEnumerable<Vector2> GetPathFromStartToEnd(Vector2 start, Vector2 end)
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{
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var steps = new List<Vector2>(10);
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var path = MoveSet.GetNearestPath(start, end);
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var position = start;
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while (Vector2.Distance(start, position) < Vector2.Distance(start, end))
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{
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position += path.Direction;
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steps.Add(position);
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if (path.Distance == Distance.OneStep) break;
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}
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if (position == end)
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{
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return steps;
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}
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return Array.Empty<Vector2>();
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}
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/// <summary>
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/// Get all positions this piece could move to from the currentPosition, respecting the move-set of this piece.
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/// </summary>
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/// <param name="currentPosition"></param>
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/// <returns>A list of positions the piece could move to.</returns>
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public IEnumerable<Vector2> GetPossiblePositions(Vector2 currentPosition)
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{
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throw new NotImplementedException();
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}
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}
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}
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