Split Shogi into ShogiBoardState and StandardRules
This commit is contained in:
268
Shogi.Domain/StandardRules.cs
Normal file
268
Shogi.Domain/StandardRules.cs
Normal file
@@ -0,0 +1,268 @@
|
||||
using System.Numerics;
|
||||
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
internal class StandardRules
|
||||
{
|
||||
private readonly ShogiBoardState board;
|
||||
private Vector2 player1KingPosition;
|
||||
private Vector2 player2KingPosition;
|
||||
|
||||
public StandardRules(ShogiBoardState board)
|
||||
{
|
||||
this.board = board;
|
||||
CacheKingPositions();
|
||||
}
|
||||
|
||||
private void CacheKingPositions()
|
||||
{
|
||||
this.board.ForEachNotNull((tile, position) =>
|
||||
{
|
||||
if (tile.WhichPiece == WhichPiece.King)
|
||||
{
|
||||
if (tile.Owner == WhichPlayer.Player1)
|
||||
{
|
||||
player1KingPosition = position;
|
||||
}
|
||||
else if (tile.Owner == WhichPlayer.Player2)
|
||||
{
|
||||
player2KingPosition = position;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move a piece from a board tile to another board tile.
|
||||
/// </summary>
|
||||
/// <param name="from">The position of the piece being moved expressed in board notation.</param>
|
||||
/// <param name="to">The target position expressed in board notation.</param>
|
||||
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
|
||||
public MoveResult Move(string from, string 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)
|
||||
{
|
||||
return new MoveResult(false, $"Proposed move is not part of the move-set for piece {fromPiece.WhichPiece}.");
|
||||
}
|
||||
|
||||
var captured = board[to];
|
||||
if (captured != null)
|
||||
{
|
||||
if (captured.Owner == board.WhoseTurn)
|
||||
{
|
||||
return new MoveResult(false, "Capturing your own piece is not allowed.");
|
||||
}
|
||||
captured.Capture();
|
||||
board.Hand.Add(captured);
|
||||
}
|
||||
|
||||
//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))
|
||||
{
|
||||
fromPiece.Promote();
|
||||
}
|
||||
else if (board.WhoseTurn == WhichPlayer.Player2 && (toVector.Y < 3 || fromVector.Y < 3))
|
||||
{
|
||||
fromPiece.Promote();
|
||||
}
|
||||
}
|
||||
board[to] = fromPiece;
|
||||
board[from] = null;
|
||||
if (fromPiece.WhichPiece == WhichPiece.King)
|
||||
{
|
||||
if (fromPiece.Owner == WhichPlayer.Player1)
|
||||
{
|
||||
player1King.X = move.To.X;
|
||||
player1King.Y = move.To.Y;
|
||||
}
|
||||
else if (fromPiece.Owner == WhichPlayer.Player2)
|
||||
{
|
||||
player2King.X = move.To.X;
|
||||
player2King.Y = move.To.Y;
|
||||
}
|
||||
}
|
||||
MoveHistory.Add(move);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move a piece from the hand to the board.
|
||||
/// </summary>
|
||||
/// <param name="pieceInHand"></param>
|
||||
/// <param name="to">The target position expressed in board notation.</param>
|
||||
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
|
||||
public void Move(WhichPiece pieceInHand, string to)
|
||||
{
|
||||
var index = Hand.FindIndex(p => p.WhichPiece == move.PieceFromHand);
|
||||
if (index == -1)
|
||||
{
|
||||
Error = $"{move.PieceFromHand} does not exist in the hand.";
|
||||
return false;
|
||||
}
|
||||
if (Board[move.To] != null)
|
||||
{
|
||||
Error = $"Illegal move - attempting to capture while playing a piece from the hand.";
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (move.PieceFromHand!.Value)
|
||||
{
|
||||
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))
|
||||
{
|
||||
Error = $"Knight has no valid moves after placed.";
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WhichPiece.Lance:
|
||||
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))
|
||||
{
|
||||
Error = $"{move.PieceFromHand} has no valid moves after placed.";
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Mutate the board.
|
||||
Board[move.To] = Hand[index];
|
||||
Hand.RemoveAt(index);
|
||||
MoveHistory.Add(move);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsPathable(Vector2 from, Vector2 to)
|
||||
{
|
||||
var piece = Board[from];
|
||||
if (piece == null) return false;
|
||||
|
||||
var isObstructed = false;
|
||||
var isPathable = pathFinder.PathTo(from, to, (other, position) =>
|
||||
{
|
||||
if (other.Owner == piece.Owner) isObstructed = true;
|
||||
});
|
||||
return !isObstructed && isPathable;
|
||||
}
|
||||
|
||||
private bool EvaluateCheckAfterMove(Move move, WhichPlayer WhichPerspective)
|
||||
{
|
||||
if (WhichPerspective == 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;
|
||||
|
||||
// Check if the move put the king in check.
|
||||
if (pathFinder.PathTo(move.To, kingPosition)) return true;
|
||||
|
||||
if (move.From.HasValue)
|
||||
{
|
||||
// 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?
|
||||
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
|
||||
{
|
||||
if (piece.Owner != WhichPerspective)
|
||||
{
|
||||
switch (piece.WhichPiece)
|
||||
{
|
||||
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
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
|
||||
private bool EvaluateCheckmate()
|
||||
{
|
||||
if (!InCheck.HasValue) return false;
|
||||
|
||||
// Assume true and try to disprove.
|
||||
var isCheckmate = true;
|
||||
Board.ForEachNotNull((piece, from) => // For each piece...
|
||||
{
|
||||
// Short circuit
|
||||
if (!isCheckmate) return;
|
||||
|
||||
if (piece.Owner == InCheck) // ...owned by the player in check...
|
||||
{
|
||||
// ...evaluate if any move gets the player out of check.
|
||||
pathFinder.PathEvery(from, (other, position) =>
|
||||
{
|
||||
var simulationBoard = new Shogi(this);
|
||||
var moveToTry = new Move(from, position);
|
||||
var moveSuccess = simulationBoard.TryMove(moveToTry);
|
||||
if (moveSuccess)
|
||||
{
|
||||
if (!EvaluateCheckAfterMove(moveToTry, InCheck.Value))
|
||||
{
|
||||
isCheckmate = false;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
return isCheckmate;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user