Split Shogi into ShogiBoardState and StandardRules
This commit is contained in:
@@ -17,6 +17,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "PathFinding", "PathFinding\
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.xUnitTests", "Gameboard.ShogiUI.xUnitTests\Gameboard.ShogiUI.xUnitTests.csproj", "{12530716-C11E-40CE-9F71-CCCC243F03E1}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.xUnitTests", "Gameboard.ShogiUI.xUnitTests\Gameboard.ShogiUI.xUnitTests.csproj", "{12530716-C11E-40CE-9F71-CCCC243F03E1}"
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EndProject
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Shogi.Domain", "Shogi.Domain\Shogi.Domain.csproj", "{0211B1E4-20F0-4058-AAC4-3845D19910AF}"
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EndProject
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Global
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|Any CPU = Debug|Any CPU
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@@ -47,6 +49,10 @@ Global
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{12530716-C11E-40CE-9F71-CCCC243F03E1}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{12530716-C11E-40CE-9F71-CCCC243F03E1}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{12530716-C11E-40CE-9F71-CCCC243F03E1}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{12530716-C11E-40CE-9F71-CCCC243F03E1}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{12530716-C11E-40CE-9F71-CCCC243F03E1}.Release|Any CPU.Build.0 = Release|Any CPU
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{12530716-C11E-40CE-9F71-CCCC243F03E1}.Release|Any CPU.Build.0 = Release|Any CPU
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{0211B1E4-20F0-4058-AAC4-3845D19910AF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{0211B1E4-20F0-4058-AAC4-3845D19910AF}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{0211B1E4-20F0-4058-AAC4-3845D19910AF}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{0211B1E4-20F0-4058-AAC4-3845D19910AF}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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HideSolutionNode = FALSE
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@@ -5,132 +5,137 @@ using System.Numerics;
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namespace PathFinding
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namespace PathFinding
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{
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{
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public class PathFinder2D<T> where T : IPlanarElement
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public class PathFinder2D<T> where T : IPlanarElement
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{
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{
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/// <param name="element">Guaranteed to be non-null.</param>
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/// <param name="element">Guaranteed to be non-null.</param>
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/// <param name="position"></param>
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/// <param name="position"></param>
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public delegate void Callback(T collider, Vector2 position);
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public delegate void Callback(T collider, Vector2 position);
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private readonly IPlanarCollection<T> collection;
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private readonly IPlanarCollection<T> collection;
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private readonly int width;
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private readonly int width;
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private readonly int height;
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private readonly int height;
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/// <param name="width">Horizontal size, in steps, of the pathable plane.</param>
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/// <param name="width">Horizontal size, in steps, of the pathable plane.</param>
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/// <param name="height">Vertical size, in steps, of the pathable plane.</param>
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/// <param name="height">Vertical size, in steps, of the pathable plane.</param>
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public PathFinder2D(IPlanarCollection<T> collection, int width, int height)
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public PathFinder2D(IPlanarCollection<T> collection, int width, int height)
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{
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{
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this.collection = collection;
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this.collection = collection;
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this.width = width;
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this.width = width;
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this.height = height;
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this.height = height;
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}
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}
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/// <summary>
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/// <summary>
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/// Navigate the collection such that each "step" is always towards the destination, respecting the Paths available to the element at origin.
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/// Navigate the collection such that each "step" is always towards the destination, respecting the Paths available to the element at origin.
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/// </summary>
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/// </summary>
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/// <param name="element">The pathing element.</param>
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/// <param name="element">The pathing element.</param>
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/// <param name="origin">The starting location.</param>
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/// <param name="origin">The starting location.</param>
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/// <param name="destination">The destination.</param>
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/// <param name="destination">The destination.</param>
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/// <param name="callback">Do cool stuff here.</param>
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/// <param name="callback">Do cool stuff here.</param>
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/// <returns>True if the element reached the destination.</returns>
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/// <returns>True if the element reached the destination.</returns>
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public bool PathTo(Vector2 origin, Vector2 destination, Callback? callback = null)
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public bool PathTo(Vector2 origin, Vector2 destination, Callback? callback = null)
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{
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{
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if (destination.X > width - 1 || destination.Y > height - 1 || destination.X < 0 || destination.Y < 0)
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if (destination.X > width - 1 || destination.Y > height - 1 || destination.X < 0 || destination.Y < 0)
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{
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{
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return false;
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return false;
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}
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}
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var element = collection[origin];
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var element = collection[origin];
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if (element == null) return false;
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if (element == null) return false;
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var path = FindDirectionTowardsDestination(element.MoveSet.GetMoves(), origin, destination);
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var path = FindDirectionTowardsDestination(element.MoveSet.GetMoves(), origin, destination);
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if (!IsPathable(origin, destination, path.Direction))
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if (!IsPathable(origin, destination, path.Direction))
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{
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{
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// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
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// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
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return false;
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return false;
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}
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}
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var shouldPath = true;
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var shouldPath = true;
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var next = origin;
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var next = origin;
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while (shouldPath && next != destination)
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while (shouldPath && next != destination)
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{
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{
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next = Vector2.Add(next, path.Direction);
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next = Vector2.Add(next, path.Direction);
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var collider = collection[next];
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var collider = collection[next];
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if (collider != null)
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if (collider != null)
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{
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{
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callback?.Invoke(collider, next);
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callback?.Invoke(collider, next);
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shouldPath = false;
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shouldPath = false;
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}
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}
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else if (path.Distance == Distance.OneStep)
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else if (path.Distance == Distance.OneStep)
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{
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{
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shouldPath = false;
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shouldPath = false;
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}
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}
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}
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}
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return next == destination;
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return next == destination;
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}
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}
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public void PathEvery(Vector2 from, Callback callback)
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public void PathEvery(Vector2 from, Callback callback)
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{
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{
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var element = collection[from];
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var element = collection[from];
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if (element == null)
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if (element == null)
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{
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{
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return;
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return;
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}
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}
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foreach (var path in element.MoveSet.GetMoves())
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foreach (var path in element.MoveSet.GetMoves())
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{
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{
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var shouldPath = true;
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var shouldPath = true;
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var next = Vector2.Add(from, path.Direction); ;
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var next = Vector2.Add(from, path.Direction); ;
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while (shouldPath && next.X < width && next.Y < height && next.X >= 0 && next.Y >= 0)
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while (shouldPath && next.X < width && next.Y < height && next.X >= 0 && next.Y >= 0)
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{
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{
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var collider = collection[(int)next.Y, (int)next.X];
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var collider = collection[(int)next.Y, (int)next.X];
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if (collider != null)
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if (collider != null)
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{
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{
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callback(collider, next);
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callback(collider, next);
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shouldPath = false;
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shouldPath = false;
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}
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}
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if (path.Distance == Distance.OneStep)
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if (path.Distance == Distance.OneStep)
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{
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{
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shouldPath = false;
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shouldPath = false;
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}
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}
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next = Vector2.Add(next, path.Direction);
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next = Vector2.Add(next, path.Direction);
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Path the line from origin to destination, ignoring any Paths defined by the element at origin.
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/// Path the line from origin to destination, ignoring any Paths defined by the element at origin.
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/// </summary>
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/// </summary>
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public void LinePathTo(Vector2 origin, Vector2 direction, Callback callback)
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public void LinePathTo(Vector2 origin, Vector2 direction, Callback callback)
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{
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{
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direction = Vector2.Normalize(direction);
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direction = Vector2.Normalize(direction);
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var next = Vector2.Add(origin, direction);
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var next = Vector2.Add(origin, direction);
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while (next.X >= 0 && next.X < width && next.Y >= 0 && next.Y < height)
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while (next.X >= 0 && next.X < width && next.Y >= 0 && next.Y < height)
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{
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{
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var element = collection[next];
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var element = collection[next];
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if (element != null) callback(element, next);
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if (element != null) callback(element, next);
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next = Vector2.Add(next, direction);
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next = Vector2.Add(next, direction);
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}
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}
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}
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}
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public static Move FindDirectionTowardsDestination(ICollection<Move> paths, Vector2 origin, Vector2 destination) =>
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public static Move FindDirectionTowardsDestination(ICollection<Move> paths, Vector2 origin, Vector2 destination) =>
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paths.Aggregate((a, b) => Vector2.Distance(destination, Vector2.Add(origin, a.Direction)) < Vector2.Distance(destination, Vector2.Add(origin, b.Direction)) ? a : b);
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paths.Aggregate((a, b) =>
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{
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var distanceA = Vector2.Distance(destination, Vector2.Add(origin, a.Direction));
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var distanceB = Vector2.Distance(destination, Vector2.Add(origin, b.Direction));
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return distanceA < distanceB ? a : b;
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});
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public static bool IsPathable(Vector2 origin, Vector2 destination, Vector2 direction)
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public static bool IsPathable(Vector2 origin, Vector2 destination, Vector2 direction)
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{
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{
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var next = Vector2.Add(origin, direction);
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var next = Vector2.Add(origin, direction);
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if (Vector2.Distance(next, destination) >= Vector2.Distance(origin, destination)) return false;
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if (Vector2.Distance(next, destination) >= Vector2.Distance(origin, destination)) return false;
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var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
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var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
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if (float.IsInfinity(slope))
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if (float.IsInfinity(slope))
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{
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{
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return next.X == destination.X;
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return next.X == destination.X;
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}
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}
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else
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else
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{
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{
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// b = -mx + y
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// b = -mx + y
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var yIntercept = -slope * origin.X + origin.Y;
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var yIntercept = -slope * origin.X + origin.Y;
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// y = mx + b
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// y = mx + b
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return next.Y == slope * next.X + yIntercept;
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return next.Y == slope * next.X + yIntercept;
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}
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}
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}
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}
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}
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}
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}
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}
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53
Shogi.Domain/Move.cs
Normal file
53
Shogi.Domain/Move.cs
Normal file
@@ -0,0 +1,53 @@
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using System.Diagnostics;
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using System.Numerics;
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namespace Shogi.Domain
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{
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[DebuggerDisplay("{From} - {To}")]
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public class Move
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{
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public Vector2? From { get; } // TODO: Use string notation
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public bool IsPromotion { get; }
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public WhichPiece? PieceFromHand { get; }
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public Vector2 To { get; }
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public Move(Vector2 from, Vector2 to, bool isPromotion = false)
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{
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From = from;
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To = to;
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IsPromotion = isPromotion;
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}
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public Move(WhichPiece pieceFromHand, Vector2 to)
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{
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PieceFromHand = pieceFromHand;
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To = to;
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}
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|
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/// <summary>
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/// Constructor to represent moving a piece on the Board to another position on the Board.
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/// </summary>
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/// <param name="fromNotation">Position the piece is being moved from.</param>
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/// <param name="toNotation">Position the piece is being moved to.</param>
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/// <param name="isPromotion">If the moving piece should be promoted.</param>
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public Move(string fromNotation, string toNotation, bool isPromotion = false)
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{
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//From = NotationHelper.FromBoardNotation(fromNotation);
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//To = NotationHelper.FromBoardNotation(toNotation);
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//IsPromotion = isPromotion;
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}
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/// <summary>
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/// Constructor to represent moving a piece from the Hand to the Board.
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/// </summary>
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/// <param name="pieceFromHand">The piece being moved from the Hand to the Board.</param>
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/// <param name="toNotation">Position the piece is being moved to.</param>
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/// <param name="isPromotion">If the moving piece should be promoted.</param>
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public Move(WhichPiece pieceFromHand, string toNotation, bool isPromotion = false)
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|
{
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//From = null;
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//PieceFromHand = pieceFromHand;
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//To = NotationHelper.FromBoardNotation(toNotation);
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//IsPromotion = isPromotion;
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|
}
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||||||
|
}
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|
}
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14
Shogi.Domain/MoveResult.cs
Normal file
14
Shogi.Domain/MoveResult.cs
Normal file
@@ -0,0 +1,14 @@
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|
namespace Shogi.Domain
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||||||
|
{
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||||||
|
public class MoveResult
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||||||
|
{
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||||||
|
public bool Success { get; }
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||||||
|
public string Reason { get; }
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|
|
||||||
|
public MoveResult(bool isSuccess, string reason = "")
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||||||
|
{
|
||||||
|
Success = isSuccess;
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||||||
|
Reason = reason;
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||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
44
Shogi.Domain/Piece.cs
Normal file
44
Shogi.Domain/Piece.cs
Normal file
@@ -0,0 +1,44 @@
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|||||||
|
using System.Diagnostics;
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||||||
|
|
||||||
|
namespace Shogi.Domain
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||||||
|
{
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||||||
|
[DebuggerDisplay("{WhichPiece} {Owner}")]
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||||||
|
public class Piece
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||||||
|
{
|
||||||
|
public WhichPiece WhichPiece { get; }
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||||||
|
public WhichPlayer Owner { get; private set; }
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||||||
|
public bool IsPromoted { get; private set; }
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||||||
|
public bool IsUpsideDown => Owner == WhichPlayer.Player2;
|
||||||
|
|
||||||
|
public Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
|
||||||
|
{
|
||||||
|
WhichPiece = piece;
|
||||||
|
Owner = owner;
|
||||||
|
IsPromoted = isPromoted;
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||||||
|
}
|
||||||
|
public Piece(Piece piece) : this(piece.WhichPiece, piece.Owner, piece.IsPromoted)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool CanPromote => !IsPromoted
|
||||||
|
&& WhichPiece != WhichPiece.King
|
||||||
|
&& WhichPiece != WhichPiece.GoldGeneral;
|
||||||
|
|
||||||
|
public void ToggleOwnership()
|
||||||
|
{
|
||||||
|
Owner = Owner == WhichPlayer.Player1
|
||||||
|
? WhichPlayer.Player2
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||||||
|
: WhichPlayer.Player1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Promote() => IsPromoted = CanPromote;
|
||||||
|
|
||||||
|
public void Demote() => IsPromoted = false;
|
||||||
|
|
||||||
|
public void Capture()
|
||||||
|
{
|
||||||
|
ToggleOwnership();
|
||||||
|
Demote();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
9
Shogi.Domain/Shogi.Domain.csproj
Normal file
9
Shogi.Domain/Shogi.Domain.csproj
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net6.0</TargetFramework>
|
||||||
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
|
<Nullable>enable</Nullable>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
</Project>
|
||||||
90
Shogi.Domain/Shogi.cs
Normal file
90
Shogi.Domain/Shogi.cs
Normal file
@@ -0,0 +1,90 @@
|
|||||||
|
using System.Numerics;
|
||||||
|
|
||||||
|
namespace Shogi.Domain
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
|
||||||
|
/// The board is always from Player1's perspective.
|
||||||
|
/// [0,0] is the lower-left position, [8,8] is the higher-right position
|
||||||
|
/// </summary>
|
||||||
|
public sealed class Shogi
|
||||||
|
{
|
||||||
|
private readonly ShogiBoardState board;
|
||||||
|
private readonly StandardRules rules;
|
||||||
|
public string Error { get; private set; }
|
||||||
|
|
||||||
|
public Shogi(ShogiBoardState board)
|
||||||
|
{
|
||||||
|
this.board = board;
|
||||||
|
rules = new StandardRules(this.board);
|
||||||
|
Error = string.Empty;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Shogi(IList<Move> moves) : this()
|
||||||
|
{
|
||||||
|
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}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Move(Move move)
|
||||||
|
{
|
||||||
|
var moveSuccess = TryMove(move);
|
||||||
|
|
||||||
|
if (!moveSuccess)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||||
|
if (EvaluateCheckAfterMove(move, otherPlayer))
|
||||||
|
{
|
||||||
|
InCheck = otherPlayer;
|
||||||
|
IsCheckmate = EvaluateCheckmate();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
InCheck = null;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Attempts a given move. Returns false if the move is illegal.
|
||||||
|
/// </summary>
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The move is valid and legal; update board state.
|
||||||
|
if (move.PieceFromHand.HasValue) PlaceFromHand(move);
|
||||||
|
else PlaceFromBoard(move);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
199
Shogi.Domain/ShogiBoardState.cs
Normal file
199
Shogi.Domain/ShogiBoardState.cs
Normal file
@@ -0,0 +1,199 @@
|
|||||||
|
using System.Numerics;
|
||||||
|
using System.Text.RegularExpressions;
|
||||||
|
|
||||||
|
namespace Shogi.Domain
|
||||||
|
{
|
||||||
|
// TODO: Avoid extending dictionary. Use composition instead.
|
||||||
|
// Then validation can occur when assigning a piece to a position.
|
||||||
|
public class ShogiBoardState
|
||||||
|
{
|
||||||
|
private static readonly string BoardNotationRegex = @"(?<file>[a-iA-I])(?<rank>[1-9])";
|
||||||
|
private static readonly char A = 'A';
|
||||||
|
public delegate void ForEachDelegate(Piece element, Vector2 position);
|
||||||
|
/// <summary>
|
||||||
|
/// Key is position notation, such as "E4".
|
||||||
|
/// </summary>
|
||||||
|
private Dictionary<string, Piece?> board;
|
||||||
|
|
||||||
|
public List<Piece> Hand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
|
||||||
|
public List<Piece> Player1Hand { get; }
|
||||||
|
public List<Piece> Player2Hand { get; }
|
||||||
|
public List<Move> 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 ShogiBoardState()
|
||||||
|
{
|
||||||
|
board = new Dictionary<string, Piece?>(81);
|
||||||
|
InitializeBoardState();
|
||||||
|
Player1Hand = new List<Piece>();
|
||||||
|
Player2Hand = new List<Piece>();
|
||||||
|
MoveHistory = new List<Move>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Copy constructor.
|
||||||
|
/// </summary>
|
||||||
|
public ShogiBoardState(ShogiBoardState other) : this()
|
||||||
|
{
|
||||||
|
foreach (var kvp in other.board)
|
||||||
|
{
|
||||||
|
board[kvp.Key] = kvp.Value == null ? null : new Piece(kvp.Value);
|
||||||
|
}
|
||||||
|
MoveHistory.AddRange(other.MoveHistory);
|
||||||
|
Player1Hand.AddRange(other.Player1Hand);
|
||||||
|
Player2Hand.AddRange(other.Player2Hand);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Piece? this[string notation]
|
||||||
|
{
|
||||||
|
// TODO: Validate "notation" here and throw an exception if invalid.
|
||||||
|
get => board[notation.ToUpper()];
|
||||||
|
set => board[notation.ToUpper()] = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Piece? this[Vector2 vector]
|
||||||
|
{
|
||||||
|
get => this[ToBoardNotation(vector)];
|
||||||
|
set => this[ToBoardNotation(vector)] = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Piece? this[int x, int y]
|
||||||
|
{
|
||||||
|
get => this[ToBoardNotation(x, y)];
|
||||||
|
set => this[ToBoardNotation(x, y)] = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ForEachNotNull(ForEachDelegate callback)
|
||||||
|
{
|
||||||
|
for (var x = 0; x < 9; x++)
|
||||||
|
{
|
||||||
|
for (var y = 0; y < 9; y++)
|
||||||
|
{
|
||||||
|
var position = new Vector2(x, y);
|
||||||
|
var elem = this[position];
|
||||||
|
if (elem != null)
|
||||||
|
callback(elem, position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static string ToBoardNotation(Vector2 vector)
|
||||||
|
{
|
||||||
|
return ToBoardNotation((int)vector.X, (int)vector.Y);
|
||||||
|
}
|
||||||
|
public static string ToBoardNotation(int x, int y)
|
||||||
|
{
|
||||||
|
var file = (char)(x + A);
|
||||||
|
var rank = y + 1;
|
||||||
|
return $"{file}{rank}";
|
||||||
|
}
|
||||||
|
public static Vector2 FromBoardNotation(string notation)
|
||||||
|
{
|
||||||
|
notation = notation.ToUpper();
|
||||||
|
if (Regex.IsMatch(notation, BoardNotationRegex))
|
||||||
|
{
|
||||||
|
var match = Regex.Match(notation, BoardNotationRegex);
|
||||||
|
char file = match.Groups["file"].Value[0];
|
||||||
|
int rank = int.Parse(match.Groups["rank"].Value);
|
||||||
|
return new Vector2(file - A, rank - 1);
|
||||||
|
}
|
||||||
|
throw new ArgumentException($"Board notation not recognized. Notation given: {notation}");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void InitializeBoardState()
|
||||||
|
{
|
||||||
|
this["A1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
|
||||||
|
this["B1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
|
||||||
|
this["C1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
|
||||||
|
this["D1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
|
||||||
|
this["E1"] = new Piece(WhichPiece.King, WhichPlayer.Player1);
|
||||||
|
this["F1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
|
||||||
|
this["G1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
|
||||||
|
this["H1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
|
||||||
|
this["I1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
|
||||||
|
|
||||||
|
this["A2"] = null;
|
||||||
|
this["B2"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player1);
|
||||||
|
this["C2"] = null;
|
||||||
|
this["D2"] = null;
|
||||||
|
this["E2"] = null;
|
||||||
|
this["F2"] = null;
|
||||||
|
this["G2"] = null;
|
||||||
|
this["H2"] = new Piece(WhichPiece.Rook, WhichPlayer.Player1);
|
||||||
|
this["I2"] = null;
|
||||||
|
|
||||||
|
this["A3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["B3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["C3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["D3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["E3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["F3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["G3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["H3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
this["I3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||||
|
|
||||||
|
this["A4"] = null;
|
||||||
|
this["B4"] = null;
|
||||||
|
this["C4"] = null;
|
||||||
|
this["D4"] = null;
|
||||||
|
this["E4"] = null;
|
||||||
|
this["F4"] = null;
|
||||||
|
this["G4"] = null;
|
||||||
|
this["H4"] = null;
|
||||||
|
this["I4"] = null;
|
||||||
|
|
||||||
|
this["A5"] = null;
|
||||||
|
this["B5"] = null;
|
||||||
|
this["C5"] = null;
|
||||||
|
this["D5"] = null;
|
||||||
|
this["E5"] = null;
|
||||||
|
this["F5"] = null;
|
||||||
|
this["G5"] = null;
|
||||||
|
this["H5"] = null;
|
||||||
|
this["I5"] = null;
|
||||||
|
|
||||||
|
this["A6"] = null;
|
||||||
|
this["B6"] = null;
|
||||||
|
this["C6"] = null;
|
||||||
|
this["D6"] = null;
|
||||||
|
this["E6"] = null;
|
||||||
|
this["F6"] = null;
|
||||||
|
this["G6"] = null;
|
||||||
|
this["H6"] = null;
|
||||||
|
this["I6"] = null;
|
||||||
|
|
||||||
|
this["A7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["B7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["C7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["D7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["E7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["F7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["G7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["H7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
this["I7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||||
|
|
||||||
|
this["A8"] = null;
|
||||||
|
this["B8"] = new Piece(WhichPiece.Rook, WhichPlayer.Player2);
|
||||||
|
this["C8"] = null;
|
||||||
|
this["D8"] = null;
|
||||||
|
this["E8"] = null;
|
||||||
|
this["F8"] = null;
|
||||||
|
this["G8"] = null;
|
||||||
|
this["H8"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player2);
|
||||||
|
this["I8"] = null;
|
||||||
|
|
||||||
|
this["A9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
|
||||||
|
this["B9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
|
||||||
|
this["C9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
|
||||||
|
this["D9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
|
||||||
|
this["E9"] = new Piece(WhichPiece.King, WhichPlayer.Player2);
|
||||||
|
this["F9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
|
||||||
|
this["G9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
|
||||||
|
this["H9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
|
||||||
|
this["I9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
14
Shogi.Domain/WhichPiece.cs
Normal file
14
Shogi.Domain/WhichPiece.cs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
namespace Shogi.Domain
|
||||||
|
{
|
||||||
|
public enum WhichPiece
|
||||||
|
{
|
||||||
|
King,
|
||||||
|
GoldGeneral,
|
||||||
|
SilverGeneral,
|
||||||
|
Bishop,
|
||||||
|
Rook,
|
||||||
|
Knight,
|
||||||
|
Lance,
|
||||||
|
Pawn
|
||||||
|
}
|
||||||
|
}
|
||||||
8
Shogi.Domain/WhichPlayer.cs
Normal file
8
Shogi.Domain/WhichPlayer.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
namespace Shogi.Domain
|
||||||
|
{
|
||||||
|
public enum WhichPlayer
|
||||||
|
{
|
||||||
|
Player1,
|
||||||
|
Player2
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user