UTests pass with Pathfinder2D

This commit is contained in:
2021-02-28 07:52:28 -06:00
parent 715b328ef5
commit f55716d2ec
24 changed files with 687 additions and 294 deletions

View File

@@ -1,4 +1,6 @@
using System;
using Gameboard.ShogiUI.BoardState.Pieces;
using PathFinding;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Text;
@@ -16,6 +18,7 @@ namespace Gameboard.ShogiUI.BoardState
private ShogiBoard validationBoard;
private Vector2 player1King;
private Vector2 player2King;
private PathFinder2D<Piece> pathFinder;
public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
public Array2D<Piece> Board { get; }
public List<Move> MoveHistory { get; }
@@ -31,17 +34,51 @@ namespace Gameboard.ShogiUI.BoardState
{ WhichPlayer.Player1, new List<Piece>()},
{ WhichPlayer.Player2, new List<Piece>()},
};
pathFinder = new PathFinder2D<Piece>(Board);
InitializeBoardState();
player1King = new Vector2(4, 0);
player2King = new Vector2(4, 8);
}
public ShogiBoard(IList<Move> moves) : this()
{
for (var i = 0; i < moves.Count; i++)
{
if (!Move(moves[i]))
{
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
}
}
}
private ShogiBoard(ShogiBoard toCopy)
{
Board = new Array2D<Piece>(9, 9);
for (var x = 0; x < 9; x++)
for (var y = 0; y < 9; y++)
Board[x, y] = toCopy.Board[x, y]?.DeepClone();
pathFinder = new PathFinder2D<Piece>(Board);
MoveHistory = new List<Move>(toCopy.MoveHistory);
Hands = new Dictionary<WhichPlayer, List<Piece>>
{
{ WhichPlayer.Player1, new List<Piece>(toCopy.Hands[WhichPlayer.Player1]) },
{ WhichPlayer.Player2, new List<Piece>(toCopy.Hands[WhichPlayer.Player2]) }
};
player1King = toCopy.player1King;
player2King = toCopy.player2King;
}
public bool Move(Move move)
{
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var moveSuccess = TryMove(move);
if (!moveSuccess) return false;
if (!moveSuccess)
{
return false;
}
// Evaluate check
InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
@@ -59,8 +96,9 @@ namespace Gameboard.ShogiUI.BoardState
// Try making the move in a "throw away" board.
if (validationBoard == null)
{
validationBoard = ConstructWithMoves(MoveHistory);
validationBoard = new ShogiBoard(this);
}
var isValid = move.PieceFromCaptured.HasValue
? validationBoard.PlaceFromHand(move)
: validationBoard.PlaceFromBoard(move);
@@ -92,15 +130,15 @@ namespace Gameboard.ShogiUI.BoardState
if (piece.Owner == InCheck) // Owned by the player in check...
{
var positionsToCheck = new List<Vector2>(10);
IterateMoveSet(from, (innerPiece, position) =>
{
if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
});
//IterateMoveSet(from, (innerPiece, position) =>
//{
// if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
//});
// And evaluate if any move gets the player out of check.
foreach (var position in positionsToCheck)
{
if (validationBoard == null) validationBoard = ConstructWithMoves(MoveHistory);
if (validationBoard == null) validationBoard = new ShogiBoard(this);
var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position });
if (moveSuccess)
{
@@ -148,7 +186,7 @@ namespace Gameboard.ShogiUI.BoardState
var fromPiece = Board[move.From.X, move.From.Y];
if (fromPiece == null) return false; // Invalid move
if (fromPiece.Owner != WhoseTurn) return false; // Invalid move; cannot move other players pieces.
if (ValidateMoveAgainstMoveSet(move.From, move.To) == false) return false; // Invalid move; move not part of move-set.
if (IsPathable(move.From, move.To, fromPiece) == false) return false; // Invalid move; move not part of move-set.
var captured = Board[move.To.X, move.To.Y];
if (captured != null)
@@ -188,6 +226,17 @@ namespace Gameboard.ShogiUI.BoardState
MoveHistory.Add(move);
return true;
}
private bool IsPathable(Vector2 from, Vector2 to, Piece piece)
{
var isObstructed = false;
var isPathable = pathFinder.PathTo(piece, from, to, (other, position) =>
{
if (other.Owner == piece.Owner) isObstructed = true;
});
return !isObstructed && isPathable;
}
public void PrintStateAsAscii()
{
var builder = new StringBuilder();
@@ -228,219 +277,34 @@ namespace Gameboard.ShogiUI.BoardState
/// </summary>
private bool EvaluateCheck(WhichPlayer whichPlayer)
{
var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
var destination = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
var inCheck = false;
// Iterate every board piece...
Board.ForEachNotNull((piece, x, y) =>
{
var v = new Vector2(x, y);
var origin = new Vector2(x, y);
// ...that belongs to the opponent within range...
if (piece.Owner != whichPlayer && (piece.IsRanged || Vector2.Distance(kingPosition, v) < 3))
if (piece.Owner != whichPlayer && pathFinder.IsPathable(origin, destination, piece))
{
IterateMoveSet(new Vector2(x, y), (threatenedPiece, position) =>
pathFinder.PathTo(piece, origin, destination, (threatenedPiece, position) =>
{
// ...and threatens the player's king.
inCheck |=
threatenedPiece?.WhichPiece == WhichPiece.King
&& threatenedPiece?.Owner == whichPlayer;
threatenedPiece.WhichPiece == WhichPiece.King
&& threatenedPiece.Owner == whichPlayer;
});
}
});
return inCheck;
}
private bool ValidateMoveAgainstMoveSet(Vector2 from, Vector2 to)
{
var isValid = false;
IterateMoveSet(from, (piece, position) =>
{
if (piece?.Owner != WhoseTurn && position == to)
{
isValid = true;
}
});
return isValid;
}
/// <summary>
/// Iterate through the possible moves of a piece at a given position.
/// </summary>
private void IterateMoveSet(Vector2 from, MoveSetCallback callback)
{
// TODO: Make these are of the move To, so only possible moves towards the move To are iterated.
// Maybe separate functions? Sometimes I need to iterate the whole move-set, sometimes I need to iterate only the move-set towards the move To.
var piece = Board[from.X, from.Y];
switch (piece?.WhichPiece)
{
case WhichPiece.King:
IterateKingMoveSet(from, callback);
break;
case WhichPiece.GoldenGeneral:
IterateGoldenGeneralMoveSet(from, callback);
break;
case WhichPiece.SilverGeneral:
IterateSilverGeneralMoveSet(from, callback);
break;
case WhichPiece.Bishop:
IterateBishopMoveSet(from, callback);
break;
case WhichPiece.Rook:
IterateRookMoveSet(from, callback);
break;
case WhichPiece.Knight:
IterateKnightMoveSet(from, callback);
break;
case WhichPiece.Lance:
IterateLanceMoveSet(from, callback);
break;
case WhichPiece.Pawn:
IteratePawnMoveSet(from, callback);
break;
}
}
private void IterateKingMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.Down, callback);
BoardStep(from, direction.DownLeft, callback);
BoardStep(from, direction.DownRight, callback);
BoardStep(from, direction.Left, callback);
BoardStep(from, direction.Right, callback);
}
private void IterateGoldenGeneralMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.Down, callback);
BoardStep(from, direction.Left, callback);
BoardStep(from, direction.Right, callback);
}
private void IterateSilverGeneralMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.DownLeft, callback);
BoardStep(from, direction.DownRight, callback);
}
}
private void IterateBishopMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardWalk(from, direction.UpLeft, callback);
BoardWalk(from, direction.UpRight, callback);
BoardWalk(from, direction.DownLeft, callback);
BoardWalk(from, direction.DownRight, callback);
if (piece.IsPromoted)
{
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.Left, callback);
BoardStep(from, direction.Right, callback);
BoardStep(from, direction.Down, callback);
}
}
private void IterateRookMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardWalk(from, direction.Up, callback);
BoardWalk(from, direction.Left, callback);
BoardWalk(from, direction.Right, callback);
BoardWalk(from, direction.Down, callback);
if (piece.IsPromoted)
{
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.DownLeft, callback);
BoardStep(from, direction.DownRight, callback);
}
}
private void IterateKnightMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
var direction = new Direction(piece.Owner);
BoardStep(from, direction.KnightLeft, callback);
BoardStep(from, direction.KnightRight, callback);
}
}
private void IterateLanceMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
var direction = new Direction(piece.Owner);
BoardWalk(from, direction.Up, callback);
}
}
private void IteratePawnMoveSet(Vector2 from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
if (piece?.WhichPiece == WhichPiece.Pawn)
{
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
var direction = new Direction(piece.Owner);
BoardStep(from, direction.Up, callback);
}
}
}
/// <summary>
/// Useful for iterating the board for pieces that move many spaces.
/// </summary>
/// <param name="callback">A function that returns true if walking should continue.</param>
private void BoardWalk(Vector2 from, Vector2 direction, MoveSetCallback callback)
{
var foundAnotherPiece = false;
var to = Vector2.Add(from, direction);
while (to.X >= 0 && to.X < 9 && to.Y >= 0 && to.Y < 9 && !foundAnotherPiece)
{
var piece = Board[to.X, to.Y];
callback(piece, to);
to = Vector2.Add(to, direction);
foundAnotherPiece = piece != null;
}
}
/// <summary>
/// Useful for iterating the board for pieces that move only one space.
/// </summary>
private void BoardStep(Vector2 from, Vector2 direction, MoveSetCallback callback)
{
var to = Vector2.Add(from, direction);
if (to.X >= 0 && to.X < 9 && to.Y >= 0 && to.Y < 9)
{
callback(Board[to.X, to.Y], to);
}
}
#endregion
#region Initialize
@@ -453,7 +317,7 @@ namespace Gameboard.ShogiUI.BoardState
private void ResetFrontRow(WhichPlayer player)
{
int y = player == WhichPlayer.Player1 ? 2 : 6;
for (int x = 0; x < 9; x++) Board[x, y] = new Piece(WhichPiece.Pawn, player);
for (int x = 0; x < 9; x++) Board[x, y] = new Pawn(player);
}
private void ResetMiddleRow(WhichPlayer player)
{
@@ -464,28 +328,28 @@ namespace Gameboard.ShogiUI.BoardState
Board[8, y] = null;
if (player == WhichPlayer.Player1)
{
Board[1, y] = new Piece(WhichPiece.Bishop, player);
Board[7, y] = new Piece(WhichPiece.Rook, player);
Board[1, y] = new Bishop(player);
Board[7, y] = new Rook(player);
}
else
{
Board[1, y] = new Piece(WhichPiece.Rook, player);
Board[7, y] = new Piece(WhichPiece.Bishop, player);
Board[1, y] = new Rook(player);
Board[7, y] = new Bishop(player);
}
}
private void ResetRearRow(WhichPlayer player)
{
int y = player == WhichPlayer.Player1 ? 0 : 8;
Board[0, y] = new Piece(WhichPiece.Lance, player);
Board[1, y] = new Piece(WhichPiece.Knight, player);
Board[2, y] = new Piece(WhichPiece.SilverGeneral, player);
Board[3, y] = new Piece(WhichPiece.GoldenGeneral, player);
Board[4, y] = new Piece(WhichPiece.King, player);
Board[5, y] = new Piece(WhichPiece.GoldenGeneral, player);
Board[6, y] = new Piece(WhichPiece.SilverGeneral, player);
Board[7, y] = new Piece(WhichPiece.Knight, player);
Board[8, y] = new Piece(WhichPiece.Lance, player);
Board[0, y] = new Lance(player);
Board[1, y] = new Knight(player);
Board[2, y] = new SilverGeneral(player);
Board[3, y] = new GoldenGeneral(player);
Board[4, y] = new King(player);
Board[5, y] = new GoldenGeneral(player);
Board[6, y] = new SilverGeneral(player);
Board[7, y] = new Knight(player);
Board[8, y] = new Lance(player);
}
private void InitializeBoardState()
{
@@ -499,17 +363,17 @@ namespace Gameboard.ShogiUI.BoardState
}
#endregion
public static ShogiBoard ConstructWithMoves(IList<Move> moves)
{
var s = new ShogiBoard();
for (var i = 0; i < moves.Count; i++)
{
if (!s.Move(moves[i]))
{
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
}
}
return s;
}
//public static ShogiBoard ConstructWithMoves(IList<Move> moves)
//{
// var s = new ShogiBoard();
// for (var i = 0; i < moves.Count; i++)
// {
// if (!s.Move(moves[i]))
// {
// throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
// }
// }
// return s;
//}
}
}