diff --git a/Gameboard.ShogiUI.Sockets.sln b/Gameboard.ShogiUI.Sockets.sln
index 1469cf3..3b54d4e 100644
--- a/Gameboard.ShogiUI.Sockets.sln
+++ b/Gameboard.ShogiUI.Sockets.sln
@@ -17,7 +17,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "PathFinding", "PathFinding\
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.xUnitTests", "Gameboard.ShogiUI.xUnitTests\Gameboard.ShogiUI.xUnitTests.csproj", "{12530716-C11E-40CE-9F71-CCCC243F03E1}"
EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Shogi.Domain", "Shogi.Domain\Shogi.Domain.csproj", "{0211B1E4-20F0-4058-AAC4-3845D19910AF}"
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Shogi.Domain", "Shogi.Domain\Shogi.Domain.csproj", "{0211B1E4-20F0-4058-AAC4-3845D19910AF}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Shogi.Domain.UnitTests", "Shogi.Domain.UnitTests\Shogi.Domain.UnitTests.csproj", "{F256989E-B6AF-4731-9DB4-88991C40B2CE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -53,6 +55,10 @@ Global
{0211B1E4-20F0-4058-AAC4-3845D19910AF}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0211B1E4-20F0-4058-AAC4-3845D19910AF}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0211B1E4-20F0-4058-AAC4-3845D19910AF}.Release|Any CPU.Build.0 = Release|Any CPU
+ {F256989E-B6AF-4731-9DB4-88991C40B2CE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {F256989E-B6AF-4731-9DB4-88991C40B2CE}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {F256989E-B6AF-4731-9DB4-88991C40B2CE}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {F256989E-B6AF-4731-9DB4-88991C40B2CE}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -60,6 +66,7 @@ Global
GlobalSection(NestedProjects) = preSolution
{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3} = {F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}
{12530716-C11E-40CE-9F71-CCCC243F03E1} = {F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}
+ {F256989E-B6AF-4731-9DB4-88991C40B2CE} = {F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {1D0B04F2-0DA1-4CB4-A82A-5A1C3B52ACEB}
diff --git a/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj b/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj
index bf7b641..e05ef31 100644
--- a/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj
+++ b/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj
@@ -8,15 +8,15 @@
-
-
-
-
-
-
-
+
+
+
+
+
+
+
-
+
diff --git a/Gameboard.ShogiUI.UnitTests/Gameboard.ShogiUI.UnitTests.csproj b/Gameboard.ShogiUI.UnitTests/Gameboard.ShogiUI.UnitTests.csproj
index c11752d..16999c2 100644
--- a/Gameboard.ShogiUI.UnitTests/Gameboard.ShogiUI.UnitTests.csproj
+++ b/Gameboard.ShogiUI.UnitTests/Gameboard.ShogiUI.UnitTests.csproj
@@ -7,10 +7,10 @@
-
-
-
-
+
+
+
+
diff --git a/Gameboard.ShogiUI.xUnitTests/Gameboard.ShogiUI.xUnitTests.csproj b/Gameboard.ShogiUI.xUnitTests/Gameboard.ShogiUI.xUnitTests.csproj
index 040179a..1de7d82 100644
--- a/Gameboard.ShogiUI.xUnitTests/Gameboard.ShogiUI.xUnitTests.csproj
+++ b/Gameboard.ShogiUI.xUnitTests/Gameboard.ShogiUI.xUnitTests.csproj
@@ -9,8 +9,8 @@
-
-
+
+
runtime; build; native; contentfiles; analyzers; buildtransitive
all
diff --git a/Shogi.Domain.UnitTests/Shogi.Domain.UnitTests.csproj b/Shogi.Domain.UnitTests/Shogi.Domain.UnitTests.csproj
new file mode 100644
index 0000000..724e08f
--- /dev/null
+++ b/Shogi.Domain.UnitTests/Shogi.Domain.UnitTests.csproj
@@ -0,0 +1,28 @@
+
+
+
+ net6.0
+ enable
+
+ false
+
+
+
+
+
+
+
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+ all
+
+
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+ all
+
+
+
+
+
+
+
+
diff --git a/Shogi.Domain.UnitTests/ShogiBoardStateShould.cs b/Shogi.Domain.UnitTests/ShogiBoardStateShould.cs
new file mode 100644
index 0000000..470a3cb
--- /dev/null
+++ b/Shogi.Domain.UnitTests/ShogiBoardStateShould.cs
@@ -0,0 +1,186 @@
+using FluentAssertions;
+using Xunit;
+
+namespace Shogi.Domain.UnitTests
+{
+ public class ShogiBoardStateShould
+ {
+ [Fact]
+ public void InitializeBoardState()
+ {
+ // Act
+ var board = new ShogiBoardState();
+
+ // Assert
+ board["A1"]?.WhichPiece.Should().Be(WhichPiece.Lance);
+ board["A1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["A1"]?.IsPromoted.Should().Be(false);
+ board["B1"]?.WhichPiece.Should().Be(WhichPiece.Knight);
+ board["B1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["B1"]?.IsPromoted.Should().Be(false);
+ board["C1"]?.WhichPiece.Should().Be(WhichPiece.SilverGeneral);
+ board["C1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["C1"]?.IsPromoted.Should().Be(false);
+ board["D1"]?.WhichPiece.Should().Be(WhichPiece.GoldGeneral);
+ board["D1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["D1"]?.IsPromoted.Should().Be(false);
+ board["E1"]?.WhichPiece.Should().Be(WhichPiece.King);
+ board["E1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["E1"]?.IsPromoted.Should().Be(false);
+ board["F1"]?.WhichPiece.Should().Be(WhichPiece.GoldGeneral);
+ board["F1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["F1"]?.IsPromoted.Should().Be(false);
+ board["G1"]?.WhichPiece.Should().Be(WhichPiece.SilverGeneral);
+ board["G1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["G1"]?.IsPromoted.Should().Be(false);
+ board["H1"]?.WhichPiece.Should().Be(WhichPiece.Knight);
+ board["H1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["H1"]?.IsPromoted.Should().Be(false);
+ board["I1"]?.WhichPiece.Should().Be(WhichPiece.Lance);
+ board["I1"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["I1"]?.IsPromoted.Should().Be(false);
+
+ board["A2"].Should().BeNull();
+ board["B2"]?.WhichPiece.Should().Be(WhichPiece.Bishop);
+ board["B2"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["B2"]?.IsPromoted.Should().Be(false);
+ board["C2"].Should().BeNull();
+ board["D2"].Should().BeNull();
+ board["E2"].Should().BeNull();
+ board["F2"].Should().BeNull();
+ board["G2"].Should().BeNull();
+ board["H2"]?.WhichPiece.Should().Be(WhichPiece.Rook);
+ board["H2"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["H2"]?.IsPromoted.Should().Be(false);
+ board["I2"].Should().BeNull();
+
+ board["A3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["A3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["A3"]?.IsPromoted.Should().Be(false);
+ board["B3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["B3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["B3"]?.IsPromoted.Should().Be(false);
+ board["C3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["C3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["C3"]?.IsPromoted.Should().Be(false);
+ board["D3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["D3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["D3"]?.IsPromoted.Should().Be(false);
+ board["E3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["E3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["E3"]?.IsPromoted.Should().Be(false);
+ board["F3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["F3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["F3"]?.IsPromoted.Should().Be(false);
+ board["G3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["G3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["G3"]?.IsPromoted.Should().Be(false);
+ board["H3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["H3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["H3"]?.IsPromoted.Should().Be(false);
+ board["I3"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["I3"]?.Owner.Should().Be(WhichPlayer.Player1);
+ board["I3"]?.IsPromoted.Should().Be(false);
+
+ board["A4"].Should().BeNull();
+ board["B4"].Should().BeNull();
+ board["C4"].Should().BeNull();
+ board["D4"].Should().BeNull();
+ board["E4"].Should().BeNull();
+ board["F4"].Should().BeNull();
+ board["G4"].Should().BeNull();
+ board["H4"].Should().BeNull();
+ board["I4"].Should().BeNull();
+
+ board["A5"].Should().BeNull();
+ board["B5"].Should().BeNull();
+ board["C5"].Should().BeNull();
+ board["D5"].Should().BeNull();
+ board["E5"].Should().BeNull();
+ board["F5"].Should().BeNull();
+ board["G5"].Should().BeNull();
+ board["H5"].Should().BeNull();
+ board["I5"].Should().BeNull();
+
+ board["A6"].Should().BeNull();
+ board["B6"].Should().BeNull();
+ board["C6"].Should().BeNull();
+ board["D6"].Should().BeNull();
+ board["E6"].Should().BeNull();
+ board["F6"].Should().BeNull();
+ board["G6"].Should().BeNull();
+ board["H6"].Should().BeNull();
+ board["I6"].Should().BeNull();
+
+ board["A7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["A7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["A7"]?.IsPromoted.Should().Be(false);
+ board["B7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["B7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["B7"]?.IsPromoted.Should().Be(false);
+ board["C7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["C7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["C7"]?.IsPromoted.Should().Be(false);
+ board["D7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["D7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["D7"]?.IsPromoted.Should().Be(false);
+ board["E7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["E7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["E7"]?.IsPromoted.Should().Be(false);
+ board["F7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["F7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["F7"]?.IsPromoted.Should().Be(false);
+ board["G7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["G7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["G7"]?.IsPromoted.Should().Be(false);
+ board["H7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["H7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["H7"]?.IsPromoted.Should().Be(false);
+ board["I7"]?.WhichPiece.Should().Be(WhichPiece.Pawn);
+ board["I7"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["I7"]?.IsPromoted.Should().Be(false);
+
+ board["A8"].Should().BeNull();
+ board["B8"]?.WhichPiece.Should().Be(WhichPiece.Rook);
+ board["B8"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["B8"]?.IsPromoted.Should().Be(false);
+ board["C8"].Should().BeNull();
+ board["D8"].Should().BeNull();
+ board["E8"].Should().BeNull();
+ board["F8"].Should().BeNull();
+ board["G8"].Should().BeNull();
+ board["H8"]?.WhichPiece.Should().Be(WhichPiece.Bishop);
+ board["H8"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["H8"]?.IsPromoted.Should().Be(false);
+ board["I8"].Should().BeNull();
+
+ board["A9"]?.WhichPiece.Should().Be(WhichPiece.Lance);
+ board["A9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["A9"]?.IsPromoted.Should().Be(false);
+ board["B9"]?.WhichPiece.Should().Be(WhichPiece.Knight);
+ board["B9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["B9"]?.IsPromoted.Should().Be(false);
+ board["C9"]?.WhichPiece.Should().Be(WhichPiece.SilverGeneral);
+ board["C9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["C9"]?.IsPromoted.Should().Be(false);
+ board["D9"]?.WhichPiece.Should().Be(WhichPiece.GoldGeneral);
+ board["D9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["D9"]?.IsPromoted.Should().Be(false);
+ board["E9"]?.WhichPiece.Should().Be(WhichPiece.King);
+ board["E9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["E9"]?.IsPromoted.Should().Be(false);
+ board["F9"]?.WhichPiece.Should().Be(WhichPiece.GoldGeneral);
+ board["F9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["F9"]?.IsPromoted.Should().Be(false);
+ board["G9"]?.WhichPiece.Should().Be(WhichPiece.SilverGeneral);
+ board["G9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["G9"]?.IsPromoted.Should().Be(false);
+ board["H9"]?.WhichPiece.Should().Be(WhichPiece.Knight);
+ board["H9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["H9"]?.IsPromoted.Should().Be(false);
+ board["I9"]?.WhichPiece.Should().Be(WhichPiece.Lance);
+ board["I9"]?.Owner.Should().Be(WhichPlayer.Player2);
+ board["I9"]?.IsPromoted.Should().Be(false);
+ }
+ }
+}
diff --git a/Shogi.Domain.UnitTests/ShogiShould.cs b/Shogi.Domain.UnitTests/ShogiShould.cs
new file mode 100644
index 0000000..fc07cb5
--- /dev/null
+++ b/Shogi.Domain.UnitTests/ShogiShould.cs
@@ -0,0 +1,438 @@
+using FluentAssertions;
+using FluentAssertions.Execution;
+using System.Linq;
+using Xunit;
+using Xunit.Abstractions;
+
+namespace Shogi.Domain.UnitTests
+{
+ public class ShogiShould
+ {
+ private readonly ITestOutputHelper output;
+ public ShogiShould(ITestOutputHelper output)
+ {
+ this.output = output;
+ }
+
+ //[Fact]
+ //public void InitializeBoardStateWithMoves()
+ //{
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("A3", "A4")
+ // };
+ // var shogi = new Shogi(moves);
+ // shogi.Board["A3"].Should().BeNull();
+ // shogi.Board["A4"].WhichPiece.Should().Be(WhichPiece.Pawn);
+ //}
+
+ //[Fact]
+ //public void AllowValidMoves_AfterCheck()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("C3", "C4"),
+ // // P2 Pawn
+ // new Move("G7", "G6"),
+ // // P1 Bishop puts P2 in check
+ // new Move("B2", "G7"),
+ // };
+ // var shogi = new Shogi(moves);
+ // shogi.InCheck.Should().Be(WhichPlayer.Player2);
+
+ // // Act - P2 is able to un-check theirself.
+ // /// P2 King moves out of check
+ // var moveSuccess = shogi.Move(new Move("E9", "E8"));
+
+ // // Assert
+ // using var _ = new AssertionScope();
+ // moveSuccess.Should().BeTrue();
+ // shogi.InCheck.Should().BeNull();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidMoves_MoveFromEmptyPosition()
+ //{
+ // // Arrange
+ // var shogi = new Shogi();
+ // shogi.Board["D5"].Should().BeNull();
+
+ // // Act
+ // var moveSuccess = shogi.Move(new Move("D5", "D6"));
+
+ // // Assert
+ // moveSuccess.Should().BeFalse();
+ // shogi.Board["D5"].Should().BeNull();
+ // shogi.Board["D6"].Should().BeNull();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidMoves_MoveToCurrentPosition()
+ //{
+ // // Arrange
+ // var shogi = new Shogi();
+
+ // // Act - P1 "moves" pawn to the position it already exists at.
+ // var moveSuccess = shogi.Move(new Move("A3", "A3"));
+
+ // // Assert
+ // moveSuccess.Should().BeFalse();
+ // shogi.Board["A3"].WhichPiece.Should().Be(WhichPiece.Pawn);
+ // shogi.Player1Hand.Should().BeEmpty();
+ // shogi.Player2Hand.Should().BeEmpty();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidMoves_MoveSet()
+ //{
+ // // Arrange
+ // var shogi = new Shogi();
+
+ // // Act - Move Lance illegally
+ // var moveSuccess = shogi.Move(new Move("A1", "D5"));
+
+ // // Assert
+ // moveSuccess.Should().BeFalse();
+ // shogi.Board["A1"].WhichPiece.Should().Be(WhichPiece.Lance);
+ // shogi.Board["A5"].Should().BeNull();
+ // shogi.Player1Hand.Should().BeEmpty();
+ // shogi.Player2Hand.Should().BeEmpty();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidMoves_Ownership()
+ //{
+ // // Arrange
+ // var shogi = new Shogi();
+ // shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
+ // shogi.Board["A7"].Owner.Should().Be(WhichPlayer.Player2);
+
+ // // Act - Move Player2 Pawn when it is Player1 turn.
+ // var moveSuccess = shogi.Move(new Move("A7", "A6"));
+
+ // // Assert
+ // moveSuccess.Should().BeFalse();
+ // shogi.Board["A7"].WhichPiece.Should().Be(WhichPiece.Pawn);
+ // shogi.Board["A6"].Should().BeNull();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidMoves_MoveThroughAllies()
+ //{
+ // // Arrange
+ // var shogi = new Shogi();
+
+ // // Act - Move P1 Lance through P1 Pawn.
+ // var moveSuccess = shogi.Move(new Move("A1", "A5"));
+
+ // // Assert
+ // moveSuccess.Should().BeFalse();
+ // shogi.Board["A1"].WhichPiece.Should().Be(WhichPiece.Lance);
+ // shogi.Board["A3"].WhichPiece.Should().Be(WhichPiece.Pawn);
+ // shogi.Board["A5"].Should().BeNull();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidMoves_CaptureAlly()
+ //{
+ // // Arrange
+ // var shogi = new Shogi();
+
+ // // Act - P1 Knight tries to capture P1 Pawn.
+ // var moveSuccess = shogi.Move(new Move("B1", "C3"));
+
+ // // Arrange
+ // moveSuccess.Should().BeFalse();
+ // shogi.Board["B1"].WhichPiece.Should().Be(WhichPiece.Knight);
+ // shogi.Board["C3"].WhichPiece.Should().Be(WhichPiece.Pawn);
+ // shogi.Player1Hand.Should().BeEmpty();
+ // shogi.Player2Hand.Should().BeEmpty();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidMoves_Check()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("C3", "C4"),
+ // // P2 Pawn
+ // new Move("G7", "G6"),
+ // // P1 Bishop puts P2 in check
+ // new Move("B2", "G7")
+ // };
+ // var shogi = new Shogi(moves);
+ // shogi.InCheck.Should().Be(WhichPlayer.Player2);
+
+ // // Act - P2 moves Lance while in check.
+ // var moveSuccess = shogi.Move(new Move("I9", "I8"));
+
+ // // Assert
+ // moveSuccess.Should().BeFalse();
+ // shogi.InCheck.Should().Be(WhichPlayer.Player2);
+ // shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
+ // shogi.Board["I8"].Should().BeNull();
+ //}
+
+ //[Fact]
+ //public void PreventInvalidDrops_MoveSet()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("C3", "C4"),
+ // // P2 Pawn
+ // new Move("I7", "I6"),
+ // // P1 Bishop takes P2 Pawn.
+ // new Move("B2", "G7"),
+ // // P2 Gold, block check from P1 Bishop.
+ // new Move("F9", "F8"),
+ // // P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
+ // new Move("G7", "H8", true),
+ // // P2 Pawn again
+ // new Move("I6", "I5"),
+ // // P1 Bishop takes P2 Knight
+ // new Move("H8", "H9"),
+ // // P2 Pawn again
+ // new Move("I5", "I4"),
+ // // P1 Bishop takes P2 Lance
+ // new Move("H9", "I9"),
+ // // P2 Pawn captures P1 Pawn
+ // new Move("I4", "I3")
+ // };
+ // var shogi = new Shogi(moves);
+ // shogi.Player1Hand.Count.Should().Be(4);
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
+ // shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
+
+ // // Act | Assert - Illegally placing Knight from the hand in farthest row.
+ // shogi.Board["H9"].Should().BeNull();
+ // var dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9"));
+ // dropSuccess.Should().BeFalse();
+ // shogi.Board["H9"].Should().BeNull();
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
+
+ // // Act | Assert - Illegally placing Knight from the hand in second farthest row.
+ // shogi.Board["H8"].Should().BeNull();
+ // dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H8"));
+ // dropSuccess.Should().BeFalse();
+ // shogi.Board["H8"].Should().BeNull();
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
+
+ // // Act | Assert - Illegally place Lance from the hand.
+ // shogi.Board["H9"].Should().BeNull();
+ // dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9"));
+ // dropSuccess.Should().BeFalse();
+ // shogi.Board["H9"].Should().BeNull();
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
+
+ // // Act | Assert - Illegally place Pawn from the hand.
+ // shogi.Board["H9"].Should().BeNull();
+ // dropSuccess = shogi.Move(new Move(WhichPiece.Pawn, "H9"));
+ // dropSuccess.Should().BeFalse();
+ // shogi.Board["H9"].Should().BeNull();
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
+
+ // // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
+ // // TODO
+ //}
+
+ //[Fact]
+ //public void PreventInvalidDrop_Check()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("C3", "C4"),
+ // // P2 Pawn
+ // new Move("G7", "G6"),
+ // // P1 Pawn, arbitrary move.
+ // new Move("A3", "A4"),
+ // // P2 Bishop takes P1 Bishop
+ // new Move("H8", "B2"),
+ // // P1 Silver takes P2 Bishop
+ // new Move("C1", "B2"),
+ // // P2 Pawn, arbtrary move
+ // new Move("A7", "A6"),
+ // // P1 drop Bishop, place P2 in check
+ // new Move(WhichPiece.Bishop, "G7")
+ // };
+ // var shogi = new Shogi(moves);
+ // shogi.InCheck.Should().Be(WhichPlayer.Player2);
+ // shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
+ // shogi.Board["E5"].Should().BeNull();
+
+ // // Act - P2 places a Bishop while in check.
+ // var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "E5"));
+
+ // // Assert
+ // dropSuccess.Should().BeFalse();
+ // shogi.Board["E5"].Should().BeNull();
+ // shogi.InCheck.Should().Be(WhichPlayer.Player2);
+ // shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
+ //}
+
+ //[Fact]
+ //public void PreventInvalidDrop_Capture()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("C3", "C4"),
+ // // P2 Pawn
+ // new Move("G7", "G6"),
+ // // P1 Bishop capture P2 Bishop
+ // new Move("B2", "H8"),
+ // // P2 Pawn
+ // new Move("G6", "G5")
+ // };
+ // var shogi = new Shogi(moves);
+ // using (new AssertionScope())
+ // {
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
+ // shogi.Board["I9"].Should().NotBeNull();
+ // shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
+ // shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2);
+ // }
+
+ // // Act - P1 tries to place a piece where an opponent's piece resides.
+ // var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "I9"));
+
+ // // Assert
+ // using (new AssertionScope())
+ // {
+ // dropSuccess.Should().BeFalse();
+ // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
+ // shogi.Board["I9"].Should().NotBeNull();
+ // shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
+ // shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2);
+ // }
+ //}
+
+ //[Fact]
+ //public void Check()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("C3", "C4"),
+ // // P2 Pawn
+ // new Move("G7", "G6"),
+ // };
+ // var shogi = new Shogi(moves);
+
+ // // Act - P1 Bishop, check
+ // shogi.Move(new Move("B2", "G7"));
+
+ // // Assert
+ // shogi.InCheck.Should().Be(WhichPlayer.Player2);
+ //}
+
+ //[Fact]
+ //public void Promote()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Pawn
+ // new Move("C3", "C4" ),
+ // // P2 Pawn
+ // new Move("G7", "G6" )
+ // };
+ // var shogi = new Shogi(moves);
+
+ // // Act - P1 moves across promote threshold.
+ // var moveSuccess = shogi.Move(new Move("B2", "G7", true));
+
+ // // Assert
+ // using (new AssertionScope())
+ // {
+ // moveSuccess.Should().BeTrue();
+ // shogi.Board["B2"].Should().BeNull();
+ // shogi.Board["G7"].Should().NotBeNull();
+ // shogi.Board["G7"].WhichPiece.Should().Be(WhichPiece.Bishop);
+ // shogi.Board["G7"].Owner.Should().Be(WhichPlayer.Player1);
+ // shogi.Board["G7"].IsPromoted.Should().BeTrue();
+ // }
+ //}
+
+ //[Fact]
+ //public void CheckMate()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // // P1 Rook
+ // new Move("H2", "E2"),
+ // // P2 Gold
+ // new Move("F9", "G8"),
+ // // P1 Pawn
+ // new Move("E3", "E4"),
+ // // P2 other Gold
+ // new Move("D9", "C8"),
+ // // P1 same Pawn
+ // new Move("E4", "E5"),
+ // // P2 Pawn
+ // new Move("E7", "E6"),
+ // // P1 Pawn takes P2 Pawn
+ // new Move("E5", "E6"),
+ // // P2 King
+ // new Move("E9", "E8"),
+ // // P1 Pawn promotes, threatens P2 King
+ // new Move("E6", "E7", true),
+ // // P2 King retreat
+ // new Move("E8", "E9"),
+ // };
+ // var shogi = new Shogi(moves);
+ // output.WriteLine(shogi.PrintStateAsAscii());
+
+ // // Act - P1 Pawn wins by checkmate.
+ // var moveSuccess = shogi.Move(new Move("E7", "E8"));
+ // output.WriteLine(shogi.PrintStateAsAscii());
+
+ // // Assert - checkmate
+ // moveSuccess.Should().BeTrue();
+ // shogi.IsCheckmate.Should().BeTrue();
+ // shogi.InCheck.Should().Be(WhichPlayer.Player2);
+ //}
+
+ //[Fact]
+ //public void Capture()
+ //{
+ // // Arrange
+ // var moves = new[]
+ // {
+ // new Move("C3", "C4"),
+ // new Move("G7", "G6")
+ // };
+ // var shogi = new Shogi(moves);
+
+ // // Act - P1 Bishop captures P2 Bishop
+ // var moveSuccess = shogi.Move(new Move("B2", "H8"));
+
+ // // Assert
+ // moveSuccess.Should().BeTrue();
+ // shogi.Board["B2"].Should().BeNull();
+ // shogi.Board["H8"].WhichPiece.Should().Be(WhichPiece.Bishop);
+ // shogi.Board["H8"].Owner.Should().Be(WhichPlayer.Player1);
+ // shogi.Board.Values
+ // .Where(p => p != null)
+ // .Should().ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop);
+
+ // shogi.Player1Hand
+ // .Should()
+ // .ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
+ //}
+ }
+}
diff --git a/Shogi.Domain/Direction.cs b/Shogi.Domain/Direction.cs
new file mode 100644
index 0000000..5316598
--- /dev/null
+++ b/Shogi.Domain/Direction.cs
@@ -0,0 +1,18 @@
+using System.Numerics;
+
+namespace Shogi.Domain
+{
+ public static class Direction
+ {
+ public static readonly Vector2 Up = new(0, 1);
+ public static readonly Vector2 Down = new(0, -1);
+ public static readonly Vector2 Left = new(-1, 0);
+ public static readonly Vector2 Right = new(1, 0);
+ public static readonly Vector2 UpLeft = new(-1, 1);
+ public static readonly Vector2 UpRight = new(1, 1);
+ public static readonly Vector2 DownLeft = new(-1, -1);
+ public static readonly Vector2 DownRight = new(1, -1);
+ public static readonly Vector2 KnightLeft = new(-1, 2);
+ public static readonly Vector2 KnightRight = new(1, 2);
+ }
+}
diff --git a/Shogi.Domain/Distance.cs b/Shogi.Domain/Distance.cs
new file mode 100644
index 0000000..9031228
--- /dev/null
+++ b/Shogi.Domain/Distance.cs
@@ -0,0 +1,8 @@
+namespace Shogi.Domain
+{
+ public enum Distance
+ {
+ OneStep,
+ MultiStep
+ }
+}
\ No newline at end of file
diff --git a/Shogi.Domain/Move.cs b/Shogi.Domain/Move.cs
index 30d19d5..1ad6f08 100644
--- a/Shogi.Domain/Move.cs
+++ b/Shogi.Domain/Move.cs
@@ -3,51 +3,15 @@ using System.Numerics;
namespace Shogi.Domain
{
- [DebuggerDisplay("{From} - {To}")]
- public class Move
- {
- public Vector2? From { get; } // TODO: Use string notation
- public bool IsPromotion { get; }
- public WhichPiece? PieceFromHand { get; }
- public Vector2 To { get; }
-
- public Move(Vector2 from, Vector2 to, bool isPromotion = false)
- {
- From = from;
- To = to;
- IsPromotion = isPromotion;
- }
- public Move(WhichPiece pieceFromHand, Vector2 to)
- {
- PieceFromHand = pieceFromHand;
- To = to;
- }
-
- ///
- /// Constructor to represent moving a piece on the Board to another position on the Board.
- ///
- /// Position the piece is being moved from.
- /// Position the piece is being moved to.
- /// If the moving piece should be promoted.
- public Move(string fromNotation, string toNotation, bool isPromotion = false)
- {
- //From = NotationHelper.FromBoardNotation(fromNotation);
- //To = NotationHelper.FromBoardNotation(toNotation);
- //IsPromotion = isPromotion;
- }
-
- ///
- /// Constructor to represent moving a piece from the Hand to the Board.
- ///
- /// The piece being moved from the Hand to the Board.
- /// Position the piece is being moved to.
- /// If the moving piece should be promoted.
- public Move(WhichPiece pieceFromHand, string toNotation, bool isPromotion = false)
- {
- //From = null;
- //PieceFromHand = pieceFromHand;
- //To = NotationHelper.FromBoardNotation(toNotation);
- //IsPromotion = isPromotion;
- }
- }
+ [DebuggerDisplay("{Direction} - {Distance}")]
+ public class Move
+ {
+ public Vector2 Direction { get; }
+ public Distance Distance { get; }
+ public Move(Vector2 direction, Distance distance = Distance.OneStep)
+ {
+ Direction = direction;
+ Distance = distance;
+ }
+ }
}
diff --git a/Shogi.Domain/MoveSet.cs b/Shogi.Domain/MoveSet.cs
new file mode 100644
index 0000000..b1b2d2d
--- /dev/null
+++ b/Shogi.Domain/MoveSet.cs
@@ -0,0 +1,106 @@
+using System.Numerics;
+
+namespace Shogi.Domain
+{
+ public class MoveSet
+ {
+
+ public static readonly MoveSet King = new(new List(8)
+ {
+ new Move(Direction.Up),
+ new Move(Direction.Left),
+ new Move(Direction.Right),
+ new Move(Direction.Down),
+ new Move(Direction.UpLeft),
+ new Move(Direction.UpRight),
+ new Move(Direction.DownLeft),
+ new Move(Direction.DownRight)
+ });
+
+ public static readonly MoveSet Bishop = new(new List(4)
+ {
+ new Move(Direction.UpLeft, Distance.MultiStep),
+ new Move(Direction.UpRight, Distance.MultiStep),
+ new Move(Direction.DownLeft, Distance.MultiStep),
+ new Move(Direction.DownRight, Distance.MultiStep)
+ });
+
+ public static readonly MoveSet PromotedBishop = new(new List(8)
+ {
+ new Move(Direction.Up),
+ new Move(Direction.Left),
+ new Move(Direction.Right),
+ new Move(Direction.Down),
+ new Move(Direction.UpLeft, Distance.MultiStep),
+ new Move(Direction.UpRight, Distance.MultiStep),
+ new Move(Direction.DownLeft, Distance.MultiStep),
+ new Move(Direction.DownRight, Distance.MultiStep)
+ });
+
+ public static readonly MoveSet GoldGeneral = new(new List(6)
+ {
+ new Move(Direction.Up),
+ new Move(Direction.UpLeft),
+ new Move(Direction.UpRight),
+ new Move(Direction.Left),
+ new Move(Direction.Right),
+ new Move(Direction.Down)
+ });
+
+ public static readonly MoveSet Knight = new(new List(2)
+ {
+ new Move(Direction.KnightLeft),
+ new Move(Direction.KnightRight)
+ });
+
+ public static readonly MoveSet Lance = new(new List(1)
+ {
+ new Move(Direction.Up, Distance.MultiStep),
+ });
+
+ public static readonly MoveSet Pawn = new(new List(1)
+ {
+ new Move(Direction.Up)
+ });
+
+ public static readonly MoveSet Rook = new(new List(4)
+ {
+ new Move(Direction.Up, Distance.MultiStep),
+ new Move(Direction.Left, Distance.MultiStep),
+ new Move(Direction.Right, Distance.MultiStep),
+ new Move(Direction.Down, Distance.MultiStep)
+ });
+
+ public static readonly MoveSet PromotedRook = new(new List(8)
+ {
+ new Move(Direction.Up, Distance.MultiStep),
+ new Move(Direction.Left, Distance.MultiStep),
+ new Move(Direction.Right, Distance.MultiStep),
+ new Move(Direction.Down, Distance.MultiStep),
+ new Move(Direction.UpLeft),
+ new Move(Direction.UpRight),
+ new Move(Direction.DownLeft),
+ new Move(Direction.DownRight)
+ });
+
+ public static readonly MoveSet SilverGeneral = new(new List(4)
+ {
+ new Move(Direction.Up),
+ new Move(Direction.UpLeft),
+ new Move(Direction.UpRight),
+ new Move(Direction.DownLeft),
+ new Move(Direction.DownRight)
+ });
+
+ private readonly ICollection moves;
+ private readonly ICollection upsidedownMoves;
+
+ private MoveSet(ICollection moves)
+ {
+ this.moves = moves;
+ upsidedownMoves = moves.Select(m => new Move(Vector2.Negate(m.Direction), m.Distance)).ToList();
+ }
+
+ public ICollection GetMoves(bool isUpsideDown) => isUpsideDown ? upsidedownMoves : moves;
+ }
+}
diff --git a/Shogi.Domain/Shogi.cs b/Shogi.Domain/Shogi.cs
index c7cbad6..cb0f990 100644
--- a/Shogi.Domain/Shogi.cs
+++ b/Shogi.Domain/Shogi.cs
@@ -1,6 +1,4 @@
-using System.Numerics;
-
-namespace Shogi.Domain
+namespace Shogi.Domain
{
///
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
@@ -17,74 +15,89 @@ namespace Shogi.Domain
{
this.board = board;
rules = new StandardRules(this.board);
- Error = string.Empty;
}
- public Shogi(IList moves) : this()
+ //public Shogi(IList moves) : this(new ShogiBoardState())
+ //{
+ // for (var i = 0; i < moves.Count; i++)
+ // {
+ // if (!Move(moves[i]))
+ // {
+ // throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
+ // }
+ // }
+ //}
+
+
+ public MoveResult CanMove(string from, string to, bool isPromotion)
{
- for (var i = 0; i < moves.Count; i++)
- {
- if (!Move(moves[i]))
- {
- // Todo: Add some smarts to know why a move was invalid. In check? Piece not found? etc.
- throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}. {Error}");
- }
- }
+ // TODO: ShogiBoardState.FromBoardNotation should not throw an execption in this query method.
+ var fromVector = ShogiBoardState.FromBoardNotation(from);
+ var toVector = ShogiBoardState.FromBoardNotation(to);
+ var simulator = new StandardRules(new ShogiBoardState(board));
+ return simulator.Move(fromVector, toVector, isPromotion);
}
- public bool Move(Move move)
+ public MoveResult CanMove(WhichPiece pieceInHand, string to)
{
- var moveSuccess = TryMove(move);
+ var toVector = ShogiBoardState.FromBoardNotation(to);
+ var simulator = new StandardRules(new ShogiBoardState(board));
+ return simulator.Move(pieceInHand, toVector);
+ }
- if (!moveSuccess)
+ public void Move(string from, string to, bool isPromotion)
+ {
+ var fromVector = ShogiBoardState.FromBoardNotation(from);
+ var toVector = ShogiBoardState.FromBoardNotation(to);
+ var moveResult = rules.Move(fromVector, toVector, isPromotion);
+ if (!moveResult.Success)
{
- return false;
+ throw new InvalidOperationException(moveResult.Reason);
}
- var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
- if (EvaluateCheckAfterMove(move, otherPlayer))
+ var otherPlayer = board.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
+ if (rules.EvaluateCheckAfterMove(fromVector, toVector, otherPlayer))
{
- InCheck = otherPlayer;
- IsCheckmate = EvaluateCheckmate();
+ board.InCheck = otherPlayer;
+ board.IsCheckmate = rules.EvaluateCheckmate();
}
else
{
- InCheck = null;
+ board.InCheck = null;
}
- return true;
}
- ///
- /// Attempts a given move. Returns false if the move is illegal.
- ///
- private bool TryMove(Move move)
- {
- // Try making the move in a "throw away" board.
- var simulator = new StandardRules(new ShogiBoardState(this.board));
+ /////
+ ///// Attempts a given move. Returns false if the move is illegal.
+ /////
+ //private bool TryMove(Move move)
+ //{
+ // // Try making the move in a "throw away" board.
+ // var simulator = new StandardRules(new ShogiBoardState(this.board));
- var simulatedMoveResults = move.PieceFromHand.HasValue
- ? simulator.PlaceFromHand(move)
- : simulator.PlaceFromBoard(move);
- if (!simulatedMoveResults)
- {
- // Surface the error description.
- Error = simulationBoard.Error;
- return false;
- }
- // If already in check, assert the move that resulted in check no longer results in check.
- if (InCheck == WhoseTurn)
- {
- if (simulationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
- {
- // Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
- return false;
- }
- }
+ // var simulatedMoveResults = move.PieceFromHand.HasValue
+ // ? simulator.PlaceFromHand(move)
+ // : simulator.PlaceFromBoard(move);
+ // if (!simulatedMoveResults)
+ // {
+ // // Surface the error description.
+ // Error = simulationBoard.Error;
+ // return false;
+ // }
+ // // If already in check, assert the move that resulted in check no longer results in check.
+ // if (InCheck == WhoseTurn)
+ // {
+ // // Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
+ // if (simulationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
+ // {
+ // return false;
+ // }
+ // }
- // The move is valid and legal; update board state.
- if (move.PieceFromHand.HasValue) PlaceFromHand(move);
- else PlaceFromBoard(move);
- return true;
- }
+ // // The move is valid and legal; update board state.
+ // if (move.PieceFromHand.HasValue) PlaceFromHand(move);
+ // else PlaceFromBoard(move);
+ // return true;
+ //}
}
}
diff --git a/Shogi.Domain/ShogiBoardState.cs b/Shogi.Domain/ShogiBoardState.cs
index 83e70ae..49e9683 100644
--- a/Shogi.Domain/ShogiBoardState.cs
+++ b/Shogi.Domain/ShogiBoardState.cs
@@ -13,15 +13,15 @@ namespace Shogi.Domain
///
/// Key is position notation, such as "E4".
///
- private Dictionary board;
+ private readonly Dictionary board;
public List Hand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
public List Player1Hand { get; }
public List Player2Hand { get; }
public List MoveHistory { get; }
public WhichPlayer WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPlayer.Player1 : WhichPlayer.Player2;
- public WhichPlayer? InCheck { get; private set; }
- public bool IsCheckmate { get; private set; }
+ public WhichPlayer? InCheck { get; set; }
+ public bool IsCheckmate { get; set; }
public ShogiBoardState()
{
diff --git a/Shogi.Domain/StandardRules.cs b/Shogi.Domain/StandardRules.cs
index 0f04c50..aa9816c 100644
--- a/Shogi.Domain/StandardRules.cs
+++ b/Shogi.Domain/StandardRules.cs
@@ -4,6 +4,10 @@ namespace Shogi.Domain
{
internal class StandardRules
{
+ /// Guaranteed to be non-null.
+ ///
+ public delegate void Callback(Piece collider, Vector2 position);
+
private readonly ShogiBoardState board;
private Vector2 player1KingPosition;
private Vector2 player2KingPosition;
@@ -38,18 +42,20 @@ namespace Shogi.Domain
/// The position of the piece being moved expressed in board notation.
/// The target position expressed in board notation.
/// A describing the success or failure of the simulation.
- public MoveResult Move(string from, string to, bool isPromotion = false)
+ public MoveResult Move(Vector2 from, Vector2 to, bool isPromotion = false)
{
var fromPiece = board[from];
if (fromPiece == null)
{
return new MoveResult(false, $"Tile [{from}] is empty. There is no piece to move.");
}
+
if (fromPiece.Owner != board.WhoseTurn)
{
return new MoveResult(false, "Not allowed to move the opponents piece");
}
- if (IsPathable(move.From.Value, move.To) == false)
+
+ if (IsPathable(from, to) == false)
{
return new MoveResult(false, $"Proposed move is not part of the move-set for piece {fromPiece.WhichPiece}.");
}
@@ -68,13 +74,11 @@ namespace Shogi.Domain
//Mutate the board.
if (isPromotion)
{
- var fromVector = ShogiBoardState.FromBoardNotation(from);
- var toVector = ShogiBoardState.FromBoardNotation(to);
- if (board.WhoseTurn == WhichPlayer.Player1 && (toVector.Y > 5 || fromVector.Y > 5))
+ if (board.WhoseTurn == WhichPlayer.Player1 && (to.Y > 5 || from.Y > 5))
{
fromPiece.Promote();
}
- else if (board.WhoseTurn == WhichPlayer.Player2 && (toVector.Y < 3 || fromVector.Y < 3))
+ else if (board.WhoseTurn == WhichPlayer.Player2 && (to.Y < 3 || from.Y < 3))
{
fromPiece.Promote();
}
@@ -85,17 +89,15 @@ namespace Shogi.Domain
{
if (fromPiece.Owner == WhichPlayer.Player1)
{
- player1King.X = move.To.X;
- player1King.Y = move.To.Y;
+ player1KingPosition = from;
}
else if (fromPiece.Owner == WhichPlayer.Player2)
{
- player2King.X = move.To.X;
- player2King.Y = move.To.Y;
+ player2KingPosition = from;
}
}
- MoveHistory.Add(move);
- return true;
+ //MoveHistory.Add(move);
+ return new MoveResult(true);
}
///
@@ -104,30 +106,27 @@ namespace Shogi.Domain
///
/// The target position expressed in board notation.
/// A describing the success or failure of the simulation.
- public void Move(WhichPiece pieceInHand, string to)
+ public MoveResult Move(WhichPiece pieceInHand, Vector2 to)
{
- var index = Hand.FindIndex(p => p.WhichPiece == move.PieceFromHand);
+ var index = board.Hand.FindIndex(p => p.WhichPiece == pieceInHand);
if (index == -1)
{
- Error = $"{move.PieceFromHand} does not exist in the hand.";
- return false;
+ return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
}
- if (Board[move.To] != null)
+ if (board[to] != null)
{
- Error = $"Illegal move - attempting to capture while playing a piece from the hand.";
- return false;
+ return new MoveResult(false, $"Illegal move - attempting to capture while playing a piece from the hand.");
}
- switch (move.PieceFromHand!.Value)
+ switch (pieceInHand)
{
case WhichPiece.Knight:
{
// Knight cannot be placed onto the farthest two ranks from the hand.
- if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y > 6)
- || (WhoseTurn == WhichPlayer.Player2 && move.To.Y < 2))
+ if ((board.WhoseTurn == WhichPlayer.Player1 && to.Y > 6)
+ || (board.WhoseTurn == WhichPlayer.Player2 && to.Y < 2))
{
- Error = $"Knight has no valid moves after placed.";
- return false;
+ return new MoveResult(false, "Knight has no valid moves after placed.");
}
break;
}
@@ -135,134 +134,251 @@ namespace Shogi.Domain
case WhichPiece.Pawn:
{
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
- if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y == 8)
- || (WhoseTurn == WhichPlayer.Player2 && move.To.Y == 0))
+ if ((board.WhoseTurn == WhichPlayer.Player1 && to.Y == 8)
+ || (board.WhoseTurn == WhichPlayer.Player2 && to.Y == 0))
{
- Error = $"{move.PieceFromHand} has no valid moves after placed.";
- return false;
+ return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
}
break;
}
}
// Mutate the board.
- Board[move.To] = Hand[index];
- Hand.RemoveAt(index);
- MoveHistory.Add(move);
-
- return true;
+ board[to] = board.Hand[index];
+ board.Hand.RemoveAt(index);
+ //MoveHistory.Add(move);
+ return new MoveResult(true);
}
private bool IsPathable(Vector2 from, Vector2 to)
{
- var piece = Board[from];
+ var piece = board[from];
if (piece == null) return false;
var isObstructed = false;
- var isPathable = pathFinder.PathTo(from, to, (other, position) =>
+ var isPathable = PathTo(from, to, (other, position) =>
{
if (other.Owner == piece.Owner) isObstructed = true;
});
return !isObstructed && isPathable;
}
- private bool EvaluateCheckAfterMove(Move move, WhichPlayer WhichPerspective)
+ public bool EvaluateCheckAfterMove(WhichPiece pieceInHand, Vector2 to, WhichPlayer whichPlayer)
{
- if (WhichPerspective == InCheck) return true; // If we already know the player is in check, don't bother.
+ if (whichPlayer == board.InCheck) return true; // If we already know the player is in check, don't bother.
var isCheck = false;
- var kingPosition = WhichPerspective == WhichPlayer.Player1 ? player1King : player2King;
+ var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1KingPosition : player2KingPosition;
// Check if the move put the king in check.
- if (pathFinder.PathTo(move.To, kingPosition)) return true;
+ if (PathTo(to, kingPosition)) return true;
- if (move.From.HasValue)
+ // TODO: Check for illegal move from hand. It is illegal to place from the hand such that you check-mate your opponent.
+ // Go read the shogi rules to be sure this is true.
+
+ return isCheck;
+ }
+
+ public bool EvaluateCheckAfterMove(Vector2 from, Vector2 to, WhichPlayer whichPlayer)
+ {
+ if (whichPlayer == board.InCheck) return true; // If we already know the player is in check, don't bother.
+
+ var isCheck = false;
+ var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1KingPosition : player2KingPosition;
+
+ // Check if the move put the king in check.
+ if (PathTo(to, kingPosition)) return true;
+
+ // Get line equation from king through the now-unoccupied location.
+ var direction = Vector2.Subtract(kingPosition, from);
+ var slope = Math.Abs(direction.Y / direction.X);
+ // If absolute slope is 45°, look for a bishop along the line.
+ // If absolute slope is 0° or 90°, look for a rook along the line.
+ // if absolute slope is 0°, look for lance along the line.
+ if (float.IsInfinity(slope))
{
- // Get line equation from king through the now-unoccupied location.
- var direction = Vector2.Subtract(kingPosition, move.From!.Value);
- var slope = Math.Abs(direction.Y / direction.X);
- // If absolute slope is 45°, look for a bishop along the line.
- // If absolute slope is 0° or 90°, look for a rook along the line.
- // if absolute slope is 0°, look for lance along the line.
- if (float.IsInfinity(slope))
+ // if slope of the move is also infinity...can skip this?
+ LinePathTo(kingPosition, direction, (piece, position) =>
{
- // if slope of the move is also infinity...can skip this?
- pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
+ if (piece.Owner != whichPlayer)
{
- if (piece.Owner != WhichPerspective)
+ switch (piece.WhichPiece)
{
- switch (piece.WhichPiece)
- {
- case WhichPiece.Rook:
- isCheck = true;
- break;
- case WhichPiece.Lance:
- if (!piece.IsPromoted) isCheck = true;
- break;
- }
+ case WhichPiece.Rook:
+ isCheck = true;
+ break;
+ case WhichPiece.Lance:
+ if (!piece.IsPromoted) isCheck = true;
+ break;
}
- });
- }
- else if (slope == 1)
- {
- pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
- {
- if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Bishop)
- {
- isCheck = true;
- }
- });
- }
- else if (slope == 0)
- {
- pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
- {
- if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Rook)
- {
- isCheck = true;
- }
- });
- }
+ }
+ });
}
- else
+ else if (slope == 1)
{
- // TODO: Check for illegal move from hand. It is illegal to place from the hand such that you check-mate your opponent.
- // Go read the shogi rules to be sure this is true.
+ LinePathTo(kingPosition, direction, (piece, position) =>
+ {
+ if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Bishop)
+ {
+ isCheck = true;
+ }
+ });
+ }
+ else if (slope == 0)
+ {
+ LinePathTo(kingPosition, direction, (piece, position) =>
+ {
+ if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Rook)
+ {
+ isCheck = true;
+ }
+ });
}
return isCheck;
}
- private bool EvaluateCheckmate()
+ public bool EvaluateCheckmate()
{
- if (!InCheck.HasValue) return false;
+ if (!board.InCheck.HasValue) return false;
// Assume true and try to disprove.
var isCheckmate = true;
- Board.ForEachNotNull((piece, from) => // For each piece...
+ board.ForEachNotNull((piece, from) => // For each piece...
{
// Short circuit
if (!isCheckmate) return;
- if (piece.Owner == InCheck) // ...owned by the player in check...
+ if (piece.Owner == board.InCheck) // ...owned by the player in check...
{
// ...evaluate if any move gets the player out of check.
- pathFinder.PathEvery(from, (other, position) =>
+ PathEvery(from, (other, position) =>
{
- var simulationBoard = new Shogi(this);
- var moveToTry = new Move(from, position);
- var moveSuccess = simulationBoard.TryMove(moveToTry);
- if (moveSuccess)
+ var simulationBoard = new StandardRules(new ShogiBoardState(board));
+ var simulationResult = simulationBoard.Move(from, position, false);
+ if (simulationResult.Success)
{
- if (!EvaluateCheckAfterMove(moveToTry, InCheck.Value))
+ if (!EvaluateCheckAfterMove(from, position, board.InCheck.Value))
{
isCheckmate = false;
}
}
});
}
+ // TODO: Assert that a player could not place a piece from their hand to avoid check.
});
return isCheckmate;
}
+
+ ///
+ /// Navigate the collection such that each "step" is always towards the destination, respecting the Paths available to the element at origin.
+ ///
+ /// The pathing element.
+ /// The starting location.
+ /// The destination.
+ /// Do cool stuff here.
+ /// True if the element reached the destination.
+ public bool PathTo(Vector2 origin, Vector2 destination, Callback? callback = null)
+ {
+ if (destination.X > 8 || destination.Y > 8 || destination.X < 0 || destination.Y < 0)
+ {
+ return false;
+ }
+ var piece = board[origin];
+ if (piece == null) return false;
+
+ var path = FindDirectionTowardsDestination(GetMoveSet(piece.WhichPiece).GetMoves(piece.IsUpsideDown), origin, destination);
+ if (!IsPathable(origin, destination))
+ {
+ // Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
+ return false;
+ }
+
+ var shouldPath = true;
+ var next = origin;
+ while (shouldPath && next != destination)
+ {
+ next = Vector2.Add(next, path.Direction);
+ var collider = board[next];
+ if (collider != null)
+ {
+ callback?.Invoke(collider, next);
+ shouldPath = false;
+ }
+ else if (path.Distance == Distance.OneStep)
+ {
+ shouldPath = false;
+ }
+ }
+ return next == destination;
+ }
+
+ public void PathEvery(Vector2 from, Callback callback)
+ {
+ var piece = board[from];
+ if (piece == null)
+ {
+ return;
+ }
+ foreach (var path in GetMoveSet(piece.WhichPiece).GetMoves(piece.IsUpsideDown))
+ {
+ var shouldPath = true;
+ var next = Vector2.Add(from, path.Direction); ;
+ while (shouldPath && next.X < 8 && next.Y < 8 && next.X >= 0 && next.Y >= 0)
+ {
+ var collider = board[(int)next.Y, (int)next.X];
+ if (collider != null)
+ {
+ callback(collider, next);
+ shouldPath = false;
+ }
+ if (path.Distance == Distance.OneStep)
+ {
+ shouldPath = false;
+ }
+ next = Vector2.Add(next, path.Direction);
+ }
+ }
+ }
+
+ ///
+ /// Path the line from origin to destination, ignoring any Paths defined by the element at origin.
+ ///
+ public void LinePathTo(Vector2 origin, Vector2 direction, Callback callback)
+ {
+ direction = Vector2.Normalize(direction);
+
+ var next = Vector2.Add(origin, direction);
+ while (next.X >= 0 && next.X < 8 && next.Y >= 0 && next.Y < 8)
+ {
+ var element = board[next];
+ if (element != null) callback(element, next);
+ next = Vector2.Add(next, direction);
+ }
+ }
+
+ public static Move FindDirectionTowardsDestination(ICollection paths, Vector2 origin, Vector2 destination) =>
+ paths.Aggregate((a, b) =>
+ {
+ var distanceA = Vector2.Distance(destination, Vector2.Add(origin, a.Direction));
+ var distanceB = Vector2.Distance(destination, Vector2.Add(origin, b.Direction));
+ return distanceA < distanceB ? a : b;
+ });
+
+ public static MoveSet GetMoveSet(WhichPiece whichPiece)
+ {
+ return whichPiece switch
+ {
+ WhichPiece.King => MoveSet.King,
+ WhichPiece.GoldGeneral => MoveSet.GoldGeneral,
+ WhichPiece.SilverGeneral => MoveSet.SilverGeneral,
+ WhichPiece.Bishop => MoveSet.Bishop,
+ WhichPiece.Rook => MoveSet.Rook,
+ WhichPiece.Knight => MoveSet.Knight,
+ WhichPiece.Lance => MoveSet.Lance,
+ WhichPiece.Pawn => MoveSet.Pawn,
+ _ => throw new ArgumentException($"{nameof(WhichPiece)} not recognized."),
+ };
+ }
}
}