tests
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@@ -2,6 +2,7 @@
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<TargetFramework>net5.0</TargetFramework>
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<EnableNETAnalyzers>true</EnableNETAnalyzers>
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<OutputType>Exe</OutputType>
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<OutputType>Exe</OutputType>
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</PropertyGroup>
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</PropertyGroup>
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@@ -2,6 +2,7 @@
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<TargetFramework>net5.0</TargetFramework>
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<EnableNETAnalyzers>true</EnableNETAnalyzers>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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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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{
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private delegate void MoveSetCallback(Piece piece, Vector2 position);
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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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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 player1King;
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private Vector2 player2King;
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private Vector2 player2King;
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public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
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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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{
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if (!Move(moves[i]))
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if (!Move(moves[i]))
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{
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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($"Unable to construct ShogiBoard with the given move at index {i}.");
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throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
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}
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}
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}
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}
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@@ -135,16 +136,16 @@ namespace Gameboard.ShogiUI.BoardState
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{
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{
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case WhichPiece.Knight:
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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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// 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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break;
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case WhichPiece.Lance:
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case WhichPiece.Lance:
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case WhichPiece.Pawn:
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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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// 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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break;
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}
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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.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.Player2 && move.To.Y < minimumY) return false;
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// Mutate the board.
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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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Board[move.To.X, move.To.Y] = Hands[WhoseTurn][index];
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@@ -2,6 +2,7 @@
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<TargetFramework>net5.0</TargetFramework>
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<EnableNETAnalyzers>true</EnableNETAnalyzers>
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</PropertyGroup>
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</PropertyGroup>
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</Project>
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</Project>
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@@ -2,6 +2,7 @@
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<TargetFramework>net5.0</TargetFramework>
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<EnableNETAnalyzers>true</EnableNETAnalyzers>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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@@ -81,6 +81,24 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
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shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
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shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveFromEmptyPosition()
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{
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// Arrange
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var shogi = new ShogiBoard();
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// Prerequisit
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shogi.Board[4, 4].Should().BeNull();
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// Act
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var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[4, 4].Should().BeNull();
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shogi.Board[4, 5].Should().BeNull();
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}
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[TestMethod]
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[TestMethod]
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public void PreventInvalidMoves_MoveToCurrentPosition()
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public void PreventInvalidMoves_MoveToCurrentPosition()
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{
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{
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@@ -193,6 +211,66 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
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shogi.Board[8, 7].Should().BeNull();
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shogi.Board[8, 7].Should().BeNull();
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}
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}
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[TestMethod]
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public void PreventInvalidDrops_MoveSet()
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{
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// Arrange
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
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// P2 Pawn
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new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
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// P1 Bishop takes P2 Pawn
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new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) },
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// P2 Gold, block check from P1 Bishop.
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new Move { From = new Vector2(5, 8), To = new Vector2(5, 7) },
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// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
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new Move { From = new Vector2(6, 6), To = new Vector2(7, 7), IsPromotion = true },
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// P2 Pawn again
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new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
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// P1 Bishop takes P2 Knight
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new Move { From = new Vector2(7, 7), To = new Vector2(7, 8) },
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// P2 Pawn again
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new Move { From = new Vector2(0, 4), To = new Vector2(0, 3) },
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// P1 Bishop takes P2 Lance
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new Move { From = new Vector2(7, 8), To = new Vector2(8, 8) },
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// P2 Lance (move to make room for attempted P1 Pawn placement)
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new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) },
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// P1 arbitrary move
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new Move { From = new Vector2(4, 0), To = new Vector2(4, 1) },
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// P2 Pawn again, takes P1 Pawn
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new Move { From = new Vector2(0, 3), To = new Vector2(0, 2) },
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};
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var shogi = new ShogiBoard(moves);
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shogi.PrintStateAsAscii();
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// Prerequisite
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
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// Act | Assert - It is P1 turn
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// try illegally placing Knight from the hand.
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shogi.Board[7, 8].Should().BeNull();
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var moveSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 8) });
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shogi.PrintStateAsAscii();
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moveSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Board[7, 8].Should().BeNull();
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// Assert
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//var pawnDropSuccess = shogi.Move(new Move)
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// Assert
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}
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[TestMethod]
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public void PreventInvalidDrop_Check()
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{
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}
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[TestMethod]
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[TestMethod]
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public void Check()
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public void Check()
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{
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{
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@@ -316,16 +394,10 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
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// Act - P1 Pawn wins by checkmate.
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// Act - P1 Pawn wins by checkmate.
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var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 6), To = new Vector2(4, 7) });
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var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 6), To = new Vector2(4, 7) });
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Console.WriteLine("Checkmate");
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shogi.PrintStateAsAscii();
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shogi.Move(new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) });
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// Assert - checkmate
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shogi.PrintStateAsAscii();
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// Assert
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moveSuccess.Should().BeTrue();
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moveSuccess.Should().BeTrue();
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shogi.IsCheckmate.Should().BeTrue();
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shogi.IsCheckmate.Should().BeTrue();
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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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@@ -2,6 +2,7 @@
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<TargetFramework>net5.0</TargetFramework>
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<EnableNETAnalyzers>true</EnableNETAnalyzers>
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</PropertyGroup>
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</PropertyGroup>
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</Project>
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</Project>
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