diff --git a/Benchmarking/Benchmarking.csproj b/Benchmarking/Benchmarking.csproj
index 78da0b4..470d7e6 100644
--- a/Benchmarking/Benchmarking.csproj
+++ b/Benchmarking/Benchmarking.csproj
@@ -2,6 +2,7 @@
net5.0
+ true
Exe
diff --git a/Gameboard.ShogiUI.BoardState/Gameboard.ShogiUI.BoardState.csproj b/Gameboard.ShogiUI.BoardState/Gameboard.ShogiUI.BoardState.csproj
index e1f728c..23d6a53 100644
--- a/Gameboard.ShogiUI.BoardState/Gameboard.ShogiUI.BoardState.csproj
+++ b/Gameboard.ShogiUI.BoardState/Gameboard.ShogiUI.BoardState.csproj
@@ -2,6 +2,7 @@
net5.0
+ true
diff --git a/Gameboard.ShogiUI.BoardState/ShogiBoard.cs b/Gameboard.ShogiUI.BoardState/ShogiBoard.cs
index 43da70b..bb1cb62 100644
--- a/Gameboard.ShogiUI.BoardState/ShogiBoard.cs
+++ b/Gameboard.ShogiUI.BoardState/ShogiBoard.cs
@@ -16,7 +16,7 @@ namespace Gameboard.ShogiUI.BoardState
{
private delegate void MoveSetCallback(Piece piece, Vector2 position);
private readonly PathFinder2D pathFinder;
- public ShogiBoard validationBoard;
+ private ShogiBoard validationBoard;
private Vector2 player1King;
private Vector2 player2King;
public IReadOnlyDictionary> Hands { get; }
@@ -46,6 +46,7 @@ namespace Gameboard.ShogiUI.BoardState
{
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}.");
}
}
@@ -135,16 +136,16 @@ namespace Gameboard.ShogiUI.BoardState
{
case WhichPiece.Knight:
// Knight cannot be placed onto the farthest two ranks from the hand.
- minimumY = WhoseTurn == WhichPlayer.Player1 ? 2 : 6;
+ minimumY = WhoseTurn == WhichPlayer.Player1 ? 6 : 2;
break;
case WhichPiece.Lance:
case WhichPiece.Pawn:
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
- minimumY = WhoseTurn == WhichPlayer.Player1 ? 1 : 7;
+ minimumY = WhoseTurn == WhichPlayer.Player1 ? 7 : 1;
break;
}
- if (WhoseTurn == WhichPlayer.Player1 && move.To.Y < minimumY) return false;
- if (WhoseTurn == WhichPlayer.Player2 && move.To.Y > minimumY) return false;
+ if (WhoseTurn == WhichPlayer.Player1 && move.To.Y > minimumY) return false;
+ if (WhoseTurn == WhichPlayer.Player2 && move.To.Y < minimumY) return false;
// Mutate the board.
Board[move.To.X, move.To.Y] = Hands[WhoseTurn][index];
diff --git a/Gameboard.ShogiUI.Sockets.ServiceModels/Gameboard.ShogiUI.Sockets.ServiceModels.csproj b/Gameboard.ShogiUI.Sockets.ServiceModels/Gameboard.ShogiUI.Sockets.ServiceModels.csproj
index f208d30..423f013 100644
--- a/Gameboard.ShogiUI.Sockets.ServiceModels/Gameboard.ShogiUI.Sockets.ServiceModels.csproj
+++ b/Gameboard.ShogiUI.Sockets.ServiceModels/Gameboard.ShogiUI.Sockets.ServiceModels.csproj
@@ -2,6 +2,7 @@
net5.0
+ true
diff --git a/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj b/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj
index 50c2ac9..053dcd9 100644
--- a/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj
+++ b/Gameboard.ShogiUI.Sockets/Gameboard.ShogiUI.Sockets.csproj
@@ -2,6 +2,7 @@
net5.0
+ true
diff --git a/Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs b/Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs
index 21eed69..e466a58 100644
--- a/Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs
+++ b/Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs
@@ -81,6 +81,24 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
}
+
+ [TestMethod]
+ public void PreventInvalidMoves_MoveFromEmptyPosition()
+ {
+ // Arrange
+ var shogi = new ShogiBoard();
+ // Prerequisit
+ shogi.Board[4, 4].Should().BeNull();
+
+ // Act
+ var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) });
+
+ // Assert
+ moveSuccess.Should().BeFalse();
+ shogi.Board[4, 4].Should().BeNull();
+ shogi.Board[4, 5].Should().BeNull();
+ }
+
[TestMethod]
public void PreventInvalidMoves_MoveToCurrentPosition()
{
@@ -193,6 +211,66 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
shogi.Board[8, 7].Should().BeNull();
}
+ [TestMethod]
+ public void PreventInvalidDrops_MoveSet()
+ {
+ // Arrange
+ var moves = new[]
+ {
+ // P1 Pawn
+ new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
+ // P2 Pawn
+ new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
+ // P1 Bishop takes P2 Pawn
+ new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) },
+ // P2 Gold, block check from P1 Bishop.
+ new Move { From = new Vector2(5, 8), To = new Vector2(5, 7) },
+ // P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
+ new Move { From = new Vector2(6, 6), To = new Vector2(7, 7), IsPromotion = true },
+ // P2 Pawn again
+ new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
+ // P1 Bishop takes P2 Knight
+ new Move { From = new Vector2(7, 7), To = new Vector2(7, 8) },
+ // P2 Pawn again
+ new Move { From = new Vector2(0, 4), To = new Vector2(0, 3) },
+ // P1 Bishop takes P2 Lance
+ new Move { From = new Vector2(7, 8), To = new Vector2(8, 8) },
+ // P2 Lance (move to make room for attempted P1 Pawn placement)
+ new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) },
+ // P1 arbitrary move
+ new Move { From = new Vector2(4, 0), To = new Vector2(4, 1) },
+ // P2 Pawn again, takes P1 Pawn
+ new Move { From = new Vector2(0, 3), To = new Vector2(0, 2) },
+ };
+ var shogi = new ShogiBoard(moves);
+ shogi.PrintStateAsAscii();
+
+ // Prerequisite
+ shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
+ shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
+ shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
+
+ // Act | Assert - It is P1 turn
+ // try illegally placing Knight from the hand.
+ shogi.Board[7, 8].Should().BeNull();
+ var moveSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 8) });
+ shogi.PrintStateAsAscii();
+ moveSuccess.Should().BeFalse();
+ shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
+ shogi.Board[7, 8].Should().BeNull();
+
+ // Assert
+ //var pawnDropSuccess = shogi.Move(new Move)
+
+ // Assert
+ }
+
+ [TestMethod]
+ public void PreventInvalidDrop_Check()
+ {
+
+ }
+
[TestMethod]
public void Check()
{
@@ -316,16 +394,10 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
// Act - P1 Pawn wins by checkmate.
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 6), To = new Vector2(4, 7) });
- Console.WriteLine("Checkmate");
- shogi.PrintStateAsAscii();
- shogi.Move(new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) });
- shogi.PrintStateAsAscii();
-
- // Assert
+ // Assert - checkmate
moveSuccess.Should().BeTrue();
shogi.IsCheckmate.Should().BeTrue();
-
}
}
}
diff --git a/PathFinding/PathFinding.csproj b/PathFinding/PathFinding.csproj
index f208d30..423f013 100644
--- a/PathFinding/PathFinding.csproj
+++ b/PathFinding/PathFinding.csproj
@@ -2,6 +2,7 @@
net5.0
+ true