yep
This commit is contained in:
28
Shogi.Domain.UnitTests/Shogi.Domain.UnitTests.csproj
Normal file
28
Shogi.Domain.UnitTests/Shogi.Domain.UnitTests.csproj
Normal file
@@ -0,0 +1,28 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
|
||||
<IsPackable>false</IsPackable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="FluentAssertions" Version="6.2.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.1.0-preview-20211130-02" />
|
||||
<PackageReference Include="xunit" Version="2.4.2-pre.12" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.4.3">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="coverlet.collector" Version="3.1.0">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Shogi.Domain\Shogi.Domain.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
186
Shogi.Domain.UnitTests/ShogiBoardStateShould.cs
Normal file
186
Shogi.Domain.UnitTests/ShogiBoardStateShould.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
438
Shogi.Domain.UnitTests/ShogiShould.cs
Normal file
438
Shogi.Domain.UnitTests/ShogiShould.cs
Normal file
@@ -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);
|
||||
//}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user