squash a bunch of commits
This commit is contained in:
462
Tests/UnitTests/ShogiShould.cs
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462
Tests/UnitTests/ShogiShould.cs
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using System;
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namespace Shogi.Domain.UnitTests
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{
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public class ShogiShould
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{
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private readonly ITestOutputHelper console;
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public ShogiShould(ITestOutputHelper console)
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{
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this.console = console;
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}
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[Fact]
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public void MoveAPieceToAnEmptyPosition()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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board["A4"].Should().BeNull();
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var expectedPiece = board["A3"];
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expectedPiece.Should().NotBeNull();
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// Act
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shogi.Move("A3", "A4", false);
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// Assert
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board["A3"].Should().BeNull();
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board["A4"].Should().Be(expectedPiece);
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}
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[Fact]
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public void AllowValidMoves_AfterCheck()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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// P1 Pawn
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shogi.Move("C3", "C4", false);
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// P2 Pawn
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shogi.Move("G7", "G6", false);
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// P1 Bishop puts P2 in check
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shogi.Move("B2", "G7", false);
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board.InCheck.Should().Be(WhichPlayer.Player2);
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// Act - P2 is able to un-check theirself.
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/// P2 King moves out of check
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shogi.Move("E9", "E8", false);
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// Assert
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using (new AssertionScope())
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{
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board.InCheck.Should().BeNull();
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}
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}
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[Fact]
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public void PreventInvalidMoves_MoveFromEmptyPosition()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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board["D5"].Should().BeNull();
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// Act
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var act = () => shogi.Move("D5", "D6", false);
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// Assert
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act.Should().Throw<InvalidOperationException>();
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board["D5"].Should().BeNull();
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board["D6"].Should().BeNull();
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board.Player1Hand.Should().BeEmpty();
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board.Player2Hand.Should().BeEmpty();
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}
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[Fact]
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public void PreventInvalidMoves_MoveToCurrentPosition()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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var expectedPiece = board["A3"];
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// Act - P1 "moves" pawn to the position it already exists at.
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var act = () => shogi.Move("A3", "A3", false);
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// Assert
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using (new AssertionScope())
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{
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act.Should().Throw<InvalidOperationException>();
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board["A3"].Should().Be(expectedPiece);
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board.Player1Hand.Should().BeEmpty();
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board.Player2Hand.Should().BeEmpty();
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}
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}
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[Fact]
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public void PreventInvalidMoves_MoveSet()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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var expectedPiece = board["A1"];
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expectedPiece!.WhichPiece.Should().Be(WhichPiece.Lance);
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// Act - Move Lance illegally
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var act = () => shogi.Move("A1", "D5", false);
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// Assert
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using (new AssertionScope())
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{
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act.Should().Throw<InvalidOperationException>();
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board["A1"].Should().Be(expectedPiece);
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board["A5"].Should().BeNull();
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board.Player1Hand.Should().BeEmpty();
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board.Player2Hand.Should().BeEmpty();
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}
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}
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[Fact]
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public void PreventInvalidMoves_Ownership()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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var expectedPiece = board["A7"];
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expectedPiece!.Owner.Should().Be(WhichPlayer.Player2);
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board.WhoseTurn.Should().Be(WhichPlayer.Player1);
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// Act - Move Player2 Pawn when it is Player1 turn.
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var act = () => shogi.Move("A7", "A6", false);
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// Assert
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using (new AssertionScope())
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{
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act.Should().Throw<InvalidOperationException>();
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board["A7"].Should().Be(expectedPiece);
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board["A6"].Should().BeNull();
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}
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}
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[Fact]
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public void PreventInvalidMoves_MoveThroughAllies()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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var lance = board["A1"];
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var pawn = board["A3"];
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lance!.Owner.Should().Be(pawn!.Owner);
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// Act - Move P1 Lance through P1 Pawn.
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var act = () => shogi.Move("A1", "A5", false);
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// Assert
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using (new AssertionScope())
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{
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act.Should().Throw<InvalidOperationException>();
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board["A1"].Should().Be(lance);
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board["A3"].Should().Be(pawn);
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board["A5"].Should().BeNull();
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}
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}
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[Fact]
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public void PreventInvalidMoves_CaptureAlly()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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var knight = board["B1"];
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var pawn = board["C3"];
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knight!.Owner.Should().Be(pawn!.Owner);
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// Act - P1 Knight tries to capture P1 Pawn.
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var act = () => shogi.Move("B1", "C3", false);
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// Arrange
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using (new AssertionScope())
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{
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act.Should().Throw<InvalidOperationException>();
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board["B1"].Should().Be(knight);
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board["C3"].Should().Be(pawn);
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board.Player1Hand.Should().BeEmpty();
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board.Player2Hand.Should().BeEmpty();
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}
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}
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[Fact]
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public void PreventInvalidMoves_Check()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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// P1 Pawn
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shogi.Move("C3", "C4", false);
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// P2 Pawn
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shogi.Move("G7", "G6", false);
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// P1 Bishop puts P2 in check
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shogi.Move("B2", "G7", false);
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board.InCheck.Should().Be(WhichPlayer.Player2);
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var lance = board["I9"];
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// Act - P2 moves Lance while in check.
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var act = () => shogi.Move("I9", "I8", false);
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// Assert
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using (new AssertionScope())
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{
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act.Should().Throw<InvalidOperationException>();
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board.InCheck.Should().Be(WhichPlayer.Player2);
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board["I9"].Should().Be(lance);
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board["I8"].Should().BeNull();
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}
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}
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[Fact]
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// TODO: Consider nesting classes to share this setup in a constructor but have act and assert as separate facts.
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public void PreventInvalidDrops_MoveSet()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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// P1 Pawn
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shogi.Move("C3", "C4", false);
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// P2 Pawn
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shogi.Move("I7", "I6", false);
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// P1 Bishop takes P2 Pawn.
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shogi.Move("B2", "G7", false);
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// P2 Gold, block check from P1 Bishop.
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shogi.Move("F9", "F8", false);
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// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
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shogi.Move("G7", "H8", true);
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// P2 Pawn again
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shogi.Move("I6", "I5", false);
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// P1 Bishop takes P2 Knight
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shogi.Move("H8", "H9", false);
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// P2 Pawn again
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shogi.Move("I5", "I4", false);
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// P1 Bishop takes P2 Lance
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shogi.Move("H9", "I9", false);
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// P2 Pawn captures P1 Pawn
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shogi.Move("I4", "I3", false);
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board.Player1Hand.Count.Should().Be(4);
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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board.WhoseTurn.Should().Be(WhichPlayer.Player1);
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// Act | Assert - Illegally placing Knight from the hand in farthest rank.
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board["H9"].Should().BeNull();
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var act = () => shogi.Move(WhichPiece.Knight, "H9");
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act.Should().Throw<InvalidOperationException>();
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board["H9"].Should().BeNull();
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
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// Act | Assert - Illegally placing Knight from the hand in second farthest row.
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board["H8"].Should().BeNull();
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act = () => shogi.Move(WhichPiece.Knight, "H8");
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act.Should().Throw<InvalidOperationException>();
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board["H8"].Should().BeNull();
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
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// Act | Assert - Illegally place Lance from the hand.
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board["H9"].Should().BeNull();
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act = () => shogi.Move(WhichPiece.Knight, "H9");
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act.Should().Throw<InvalidOperationException>();
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board["H9"].Should().BeNull();
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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// Act | Assert - Illegally place Pawn from the hand.
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board["H9"].Should().BeNull();
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act = () => shogi.Move(WhichPiece.Pawn, "H9");
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act.Should().Throw<InvalidOperationException>();
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board["H9"].Should().BeNull();
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board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
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// // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
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// // TODO
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}
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//[Fact]
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//public void PreventInvalidDrop_Check()
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//{
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// // Arrange
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// var moves = new[]
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// {
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// // P1 Pawn
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// new Move("C3", "C4"),
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// // P2 Pawn
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// new Move("G7", "G6"),
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// // P1 Pawn, arbitrary move.
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// new Move("A3", "A4"),
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// // P2 Bishop takes P1 Bishop
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// new Move("H8", "B2"),
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// // P1 Silver takes P2 Bishop
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// new Move("C1", "B2"),
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// // P2 Pawn, arbtrary move
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// new Move("A7", "A6"),
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// // P1 drop Bishop, place P2 in check
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// new Move(WhichPiece.Bishop, "G7")
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// };
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// var shogi = new Shogi(moves);
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// shogi.InCheck.Should().Be(WhichPlayer.Player2);
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// shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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// board["E5"].Should().BeNull();
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// // Act - P2 places a Bishop while in check.
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// var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "E5"));
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// // Assert
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// dropSuccess.Should().BeFalse();
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// board["E5"].Should().BeNull();
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// shogi.InCheck.Should().Be(WhichPlayer.Player2);
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// shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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//}
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//[Fact]
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//public void PreventInvalidDrop_Capture()
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//{
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// // Arrange
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// var moves = new[]
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// {
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// // P1 Pawn
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// new Move("C3", "C4"),
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// // P2 Pawn
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// new Move("G7", "G6"),
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// // P1 Bishop capture P2 Bishop
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// new Move("B2", "H8"),
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// // P2 Pawn
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// new Move("G6", "G5")
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// };
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// var shogi = new Shogi(moves);
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// using (new AssertionScope())
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// {
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// shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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// board["I9"].Should().NotBeNull();
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// board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
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// board["I9"].Owner.Should().Be(WhichPlayer.Player2);
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// }
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// // Act - P1 tries to place a piece where an opponent's piece resides.
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// var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "I9"));
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// // Assert
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// using (new AssertionScope())
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// {
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// dropSuccess.Should().BeFalse();
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// shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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// board["I9"].Should().NotBeNull();
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// board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
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// board["I9"].Owner.Should().Be(WhichPlayer.Player2);
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// }
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//}
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[Fact]
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public void Check()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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// P1 Pawn
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shogi.Move("C3", "C4", false);
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// P2 Pawn
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shogi.Move("G7", "G6", false);
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// Act - P1 Bishop, check
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shogi.Move("B2", "G7", false);
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// Assert
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board.InCheck.Should().Be(WhichPlayer.Player2);
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}
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[Fact]
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public void Promote()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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// P1 Pawn
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shogi.Move("C3", "C4", false);
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// P2 Pawn
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shogi.Move("G7", "G6", false);
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// Act - P1 moves across promote threshold.
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shogi.Move("B2", "G7", true);
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// Assert
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using (new AssertionScope())
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{
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board["B2"].Should().BeNull();
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board["G7"].Should().NotBeNull();
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board["G7"]!.WhichPiece.Should().Be(WhichPiece.Bishop);
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board["G7"]!.Owner.Should().Be(WhichPlayer.Player1);
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board["G7"]!.IsPromoted.Should().BeTrue();
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}
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}
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[Fact]
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public void Capture()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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var p1Bishop = board["B2"];
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p1Bishop!.WhichPiece.Should().Be(WhichPiece.Bishop);
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shogi.Move("C3", "C4", false);
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shogi.Move("G7", "G6", false);
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// Act - P1 Bishop captures P2 Bishop
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shogi.Move("B2", "H8", false);
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// Assert
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board["B2"].Should().BeNull();
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board["H8"].Should().Be(p1Bishop);
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board
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.Player1Hand
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.Should()
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.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
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}
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[Fact]
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public void CheckMate()
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{
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// Arrange
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var shogi = MockSession();
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var board = shogi.BoardState;
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// P1 Rook
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shogi.Move("H2", "E2", false);
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// P2 Gold
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shogi.Move("F9", "G8", false);
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// P1 Pawn
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shogi.Move("E3", "E4", false);
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// P2 other Gold
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shogi.Move("D9", "C8", false);
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// P1 same Pawn
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shogi.Move("E4", "E5", false);
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// P2 Pawn
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shogi.Move("E7", "E6", false);
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// P1 Pawn takes P2 Pawn
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shogi.Move("E5", "E6", false);
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// P2 King
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shogi.Move("E9", "E8", false);
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// P1 Pawn promotes; threatens P2 King
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shogi.Move("E6", "E7", true);
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// P2 King retreat
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shogi.Move("E8", "E9", false);
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// Act - P1 Pawn wins by checkmate.
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shogi.Move("E7", "E8", false);
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// Assert - checkmate
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console.WriteLine(shogi.ToStringStateAsAscii());
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board.IsCheckmate.Should().BeTrue();
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board.InCheck.Should().Be(WhichPlayer.Player2);
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}
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private static Session MockSession() => new Session("Test Session", BoardState.StandardStarting, "Test P1", "Test P2");
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}
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}
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