tests
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@@ -2,6 +2,7 @@
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<EnableNETAnalyzers>true</EnableNETAnalyzers>
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</PropertyGroup>
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<ItemGroup>
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@@ -16,7 +16,7 @@ namespace Gameboard.ShogiUI.BoardState
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{
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private delegate void MoveSetCallback(Piece piece, Vector2 position);
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private readonly PathFinder2D<Piece> pathFinder;
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public ShogiBoard validationBoard;
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private ShogiBoard validationBoard;
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private Vector2 player1King;
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private Vector2 player2King;
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public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
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@@ -46,6 +46,7 @@ namespace Gameboard.ShogiUI.BoardState
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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}.");
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}
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}
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@@ -135,16 +136,16 @@ namespace Gameboard.ShogiUI.BoardState
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{
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case WhichPiece.Knight:
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// Knight cannot be placed onto the farthest two ranks from the hand.
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minimumY = WhoseTurn == WhichPlayer.Player1 ? 2 : 6;
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minimumY = WhoseTurn == WhichPlayer.Player1 ? 6 : 2;
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break;
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case WhichPiece.Lance:
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case WhichPiece.Pawn:
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// Lance and Pawn cannot be placed onto the farthest rank from the hand.
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minimumY = WhoseTurn == WhichPlayer.Player1 ? 1 : 7;
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minimumY = WhoseTurn == WhichPlayer.Player1 ? 7 : 1;
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break;
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}
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if (WhoseTurn == WhichPlayer.Player1 && move.To.Y < minimumY) return false;
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if (WhoseTurn == WhichPlayer.Player2 && move.To.Y > minimumY) return false;
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if (WhoseTurn == WhichPlayer.Player1 && move.To.Y > minimumY) return false;
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if (WhoseTurn == WhichPlayer.Player2 && move.To.Y < minimumY) return false;
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// Mutate the board.
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Board[move.To.X, move.To.Y] = Hands[WhoseTurn][index];
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