Split Shogi into ShogiBoardState and StandardRules
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90
Shogi.Domain/Shogi.cs
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90
Shogi.Domain/Shogi.cs
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@@ -0,0 +1,90 @@
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using System.Numerics;
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namespace Shogi.Domain
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{
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/// <summary>
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/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
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/// The board is always from Player1's perspective.
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/// [0,0] is the lower-left position, [8,8] is the higher-right position
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/// </summary>
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public sealed class Shogi
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{
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private readonly ShogiBoardState board;
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private readonly StandardRules rules;
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public string Error { get; private set; }
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public Shogi(ShogiBoardState board)
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{
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this.board = board;
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rules = new StandardRules(this.board);
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Error = string.Empty;
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}
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public Shogi(IList<Move> moves) : this()
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{
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for (var i = 0; i < moves.Count; i++)
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{
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if (!Move(moves[i]))
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{
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// Todo: Add some smarts to know why a move was invalid. In check? Piece not found? etc.
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throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}. {Error}");
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}
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}
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}
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public bool Move(Move move)
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{
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var moveSuccess = TryMove(move);
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if (!moveSuccess)
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{
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return false;
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}
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var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (EvaluateCheckAfterMove(move, otherPlayer))
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{
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InCheck = otherPlayer;
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IsCheckmate = EvaluateCheckmate();
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}
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else
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{
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InCheck = null;
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}
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return true;
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}
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/// <summary>
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/// Attempts a given move. Returns false if the move is illegal.
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/// </summary>
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private bool TryMove(Move move)
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{
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// Try making the move in a "throw away" board.
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var simulator = new StandardRules(new ShogiBoardState(this.board));
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var simulatedMoveResults = move.PieceFromHand.HasValue
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? simulator.PlaceFromHand(move)
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: simulator.PlaceFromBoard(move);
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if (!simulatedMoveResults)
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{
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// Surface the error description.
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Error = simulationBoard.Error;
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return false;
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}
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// If already in check, assert the move that resulted in check no longer results in check.
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if (InCheck == WhoseTurn)
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{
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if (simulationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
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{
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// Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
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return false;
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}
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}
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// The move is valid and legal; update board state.
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if (move.PieceFromHand.HasValue) PlaceFromHand(move);
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else PlaceFromBoard(move);
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return true;
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}
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}
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}
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