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

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@@ -1,7 +1,9 @@
using BenchmarkDotNet.Attributes; using BenchmarkDotNet.Attributes;
using BenchmarkDotNet.Engines;
using BenchmarkDotNet.Running; using BenchmarkDotNet.Running;
using Gameboard.ShogiUI.BoardState; using Gameboard.ShogiUI.BoardState;
using System; using System;
using System.Linq;
using System.Numerics; using System.Numerics;
namespace Benchmarking namespace Benchmarking
@@ -9,6 +11,8 @@ namespace Benchmarking
public class Benchmarks public class Benchmarks
{ {
private readonly Move[] moves; private readonly Move[] moves;
private readonly Vector2[] directions;
private readonly Consumer consumer = new Consumer();
public Benchmarks() public Benchmarks()
{ {
@@ -35,9 +39,13 @@ namespace Benchmarking
// P2 King retreat // P2 King retreat
new Move { From = new Vector2(4, 7), To = new Vector2(4, 8) }, new Move { From = new Vector2(4, 7), To = new Vector2(4, 8) },
}; };
var rand = new Random();
directions = new Vector2[10];
for (var n = 0; n < 10; n++) directions[n] = new Vector2(rand.Next(-2, 2), rand.Next(-2, 2));
} }
[Benchmark] //[Benchmark]
public void One() public void One()
{ {
var board = new ShogiBoard(); var board = new ShogiBoard();
@@ -47,7 +55,7 @@ namespace Benchmarking
} }
} }
[Benchmark] //[Benchmark]
public void Two() public void Two()
{ {
var board = new ShogiBoard(); var board = new ShogiBoard();
@@ -57,15 +65,49 @@ namespace Benchmarking
} }
} }
public Vector2 FindDirection(Vector2[] directions, Vector2 destination)
{
var smallerDistance = float.MaxValue;
Vector2 found = Vector2.Zero;
foreach (var d in directions)
{
var distance = Vector2.Distance(d, destination);
if (distance < smallerDistance)
{
smallerDistance = distance;
found = d;
}
}
return found;
}
public Vector2 FindDirectionLinq(Vector2[] directions, Vector2 destination) =>
directions.Aggregate((a, b) => Vector2.Distance(destination, a) < Vector2.Distance(destination, b) ? a : b);
[Benchmark]
public void Directions_A()
{
FindDirection(directions, new Vector2(8, 7));
}
[Benchmark]
public void Directions_B()
{
FindDirectionLinq(directions, new Vector2(8, 7));
}
} }
public class Program public class Program
{ {
public static void Main(string[] args) public static void Main(string[] args)
{ {
//BenchmarkRunner.Run<Benchmarks>(); BenchmarkRunner.Run<Benchmarks>();
Console.WriteLine("Done"); Console.WriteLine("Done");
} }
} }
} }

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@@ -1,11 +1,12 @@
using System; using PathFinding;
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Numerics; using System.Numerics;
namespace Gameboard.ShogiUI.BoardState namespace Gameboard.ShogiUI.BoardState
{ {
public class Array2D<T> : IEnumerable<T> public class Array2D<T> : IPlanarCollection<T>, IEnumerable<T>
{ {
/// <returns>False to stop iterating.</returns> /// <returns>False to stop iterating.</returns>
public delegate void ForEachDelegate(T element, int x, int y); public delegate void ForEachDelegate(T element, int x, int y);
@@ -31,6 +32,13 @@ namespace Gameboard.ShogiUI.BoardState
set => array[(int)y * width + (int)x] = value; set => array[(int)y * width + (int)x] = value;
} }
public int GetLength(int dimension) => dimension switch
{
0 => width,
1 => height,
_ => throw new IndexOutOfRangeException()
};
public void ForEach(ForEachDelegate callback) public void ForEach(ForEachDelegate callback)
{ {
for (var x = 0; x < width; x++) for (var x = 0; x < width; x++)

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@@ -1,37 +0,0 @@
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState
{
/// <summary>
/// Provides normalized Vector2s relative to player.
/// "Up" for player 1 is "Down" for player 2; that sort of thing.
/// </summary>
public class Direction
{
private static readonly Vector2 PositiveX = new Vector2(1, 0);
private static readonly Vector2 NegativeX = new Vector2(-1, 0);
private static readonly Vector2 PositiveY = new Vector2(0, 1);
private static readonly Vector2 NegativeY = new Vector2(0, -1);
private static readonly Vector2 PositiveYX = new Vector2(1, 1);
private static readonly Vector2 NegativeYX = new Vector2(-1, -1);
private static readonly Vector2 NegativeYPositiveX = new Vector2(1, -1);
private static readonly Vector2 PositiveYNegativeX = new Vector2(-1, 1);
private readonly WhichPlayer whichPlayer;
public Direction(WhichPlayer whichPlayer)
{
this.whichPlayer = whichPlayer;
}
public Vector2 Up => whichPlayer == WhichPlayer.Player1 ? PositiveY : NegativeY;
public Vector2 Down => whichPlayer == WhichPlayer.Player1 ? NegativeY : PositiveY;
public Vector2 Left => whichPlayer == WhichPlayer.Player1 ? NegativeX : PositiveX;
public Vector2 Right => whichPlayer == WhichPlayer.Player1 ? PositiveX : NegativeX;
public Vector2 UpLeft => whichPlayer == WhichPlayer.Player1 ? PositiveYNegativeX : NegativeYPositiveX;
public Vector2 UpRight => whichPlayer == WhichPlayer.Player1 ? PositiveYX : NegativeYX;
public Vector2 DownLeft => whichPlayer == WhichPlayer.Player1 ? NegativeYX : PositiveYX;
public Vector2 DownRight => whichPlayer == WhichPlayer.Player1 ? NegativeYPositiveX : PositiveYNegativeX;
public Vector2 KnightLeft => whichPlayer == WhichPlayer.Player1 ? new Vector2(-1, 2) : new Vector2(1, -2);
public Vector2 KnightRight => whichPlayer == WhichPlayer.Player1 ? new Vector2(1, 2) : new Vector2(-1, -2);
}
}

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@@ -0,0 +1,18 @@
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState
{
public static class Direction
{
public static readonly Vector2 Up = new Vector2(0, 1);
public static readonly Vector2 Down = new Vector2(0, -1);
public static readonly Vector2 Left = new Vector2(-1, 0);
public static readonly Vector2 Right = new Vector2(1, 0);
public static readonly Vector2 UpLeft = new Vector2(1, 1);
public static readonly Vector2 UpRight = new Vector2(-1, 1);
public static readonly Vector2 DownLeft = new Vector2(-1, -1);
public static readonly Vector2 DownRight = new Vector2(1, -1);
public static readonly Vector2 KnightLeft = new Vector2(-1, 2);
public static readonly Vector2 KnightRight = new Vector2(1, 2);
}
}

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@@ -4,4 +4,8 @@
<TargetFramework>net5.0</TargetFramework> <TargetFramework>net5.0</TargetFramework>
</PropertyGroup> </PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\PathFinding\PathFinding.csproj" />
</ItemGroup>
</Project> </Project>

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@@ -1,7 +1,9 @@
using System.Numerics; using System.Diagnostics;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState namespace Gameboard.ShogiUI.BoardState
{ {
[DebuggerDisplay("{From} - {To}")]
public class Move public class Move
{ {
public WhichPiece? PieceFromCaptured { get; set; } public WhichPiece? PieceFromCaptured { get; set; }

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@@ -1,9 +1,11 @@
using System.Diagnostics; using PathFinding;
using System.Collections.Generic;
using System.Diagnostics;
namespace Gameboard.ShogiUI.BoardState namespace Gameboard.ShogiUI.BoardState
{ {
[DebuggerDisplay("{WhichPiece} {Owner}")] [DebuggerDisplay("{WhichPiece} {Owner}")]
public class Piece public abstract class Piece : IPlanarElement
{ {
public WhichPiece WhichPiece { get; } public WhichPiece WhichPiece { get; }
public WhichPlayer Owner { get; private set; } public WhichPlayer Owner { get; private set; }
@@ -48,7 +50,7 @@ namespace Gameboard.ShogiUI.BoardState
: WhichPlayer.Player1; : WhichPlayer.Player1;
} }
public void Promote() => IsPromoted = true; public void Promote() => IsPromoted = CanPromote;
public void Demote() => IsPromoted = false; public void Demote() => IsPromoted = false;
@@ -57,5 +59,11 @@ namespace Gameboard.ShogiUI.BoardState
ToggleOwnership(); ToggleOwnership();
Demote(); Demote();
} }
public abstract ICollection<Path> GetPaths();
public abstract Piece DeepClone();
public bool IsUpsideDown => Owner == WhichPlayer.Player2;
} }
} }

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@@ -0,0 +1,47 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class Bishop : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(4)
{
new Path(Direction.UpLeft, Distance.MultiStep),
new Path(Direction.UpRight, Distance.MultiStep),
new Path(Direction.DownLeft, Distance.MultiStep),
new Path(Direction.DownRight, Distance.MultiStep)
};
private static readonly List<Path> PromotedMoveSet = new List<Path>(8)
{
new Path(Direction.Up),
new Path(Direction.Left),
new Path(Direction.Right),
new Path(Direction.Down),
new Path(Direction.UpLeft, Distance.MultiStep),
new Path(Direction.UpRight, Distance.MultiStep),
new Path(Direction.DownLeft, Distance.MultiStep),
new Path(Direction.DownRight, Distance.MultiStep)
};
public Bishop(WhichPlayer owner) : base(WhichPiece.Bishop, owner)
{
// TODO: If this strat works out, we can do away with the Direction class entirely.
PromotedMoveSet.AddRange(MoveSet);
}
public override Piece DeepClone()
{
var clone = new Bishop(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths()
{
var moveSet = IsPromoted ? PromotedMoveSet : MoveSet;
return Owner == WhichPlayer.Player1 ? moveSet : moveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}
}

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@@ -0,0 +1,34 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class GoldenGeneral : Piece
{
public static readonly List<Path> MoveSet = new List<Path>(6)
{
new Path(Direction.Up),
new Path(Direction.UpLeft),
new Path(Direction.UpRight),
new Path(Direction.Left),
new Path(Direction.Right),
new Path(Direction.Down)
};
public GoldenGeneral(WhichPlayer owner) : base(WhichPiece.GoldenGeneral, owner)
{
}
public override Piece DeepClone()
{
var clone = new GoldenGeneral(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths() => Owner == WhichPlayer.Player1
? MoveSet
: MoveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}

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@@ -0,0 +1,35 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class King : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(8)
{
new Path(Direction.Up),
new Path(Direction.Left),
new Path(Direction.Right),
new Path(Direction.Down),
new Path(Direction.UpLeft),
new Path(Direction.UpRight),
new Path(Direction.DownLeft),
new Path(Direction.DownRight)
};
public King(WhichPlayer owner) : base(WhichPiece.King, owner)
{
}
public override Piece DeepClone()
{
var clone = new King(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths() => Owner == WhichPlayer.Player1
? MoveSet
: MoveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}

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@@ -0,0 +1,33 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class Knight : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(2)
{
new Path(Direction.KnightLeft),
new Path(Direction.KnightRight)
};
public Knight(WhichPlayer owner) : base(WhichPiece.Knight, owner)
{
}
public override Piece DeepClone()
{
var clone = new Knight(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths()
{
var moveSet = IsPromoted ? GoldenGeneral.MoveSet : MoveSet;
return Owner == WhichPlayer.Player1 ? moveSet : moveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}
}

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@@ -0,0 +1,32 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class Lance : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(1)
{
new Path(Direction.Up, Distance.MultiStep),
};
public Lance(WhichPlayer owner) : base(WhichPiece.Lance, owner)
{
}
public override Piece DeepClone()
{
var clone = new Lance(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths()
{
var moveSet = IsPromoted ? GoldenGeneral.MoveSet : MoveSet;
return Owner == WhichPlayer.Player1 ? moveSet : moveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}
}

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@@ -0,0 +1,32 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class Pawn : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(1)
{
new Path(Direction.Up)
};
public Pawn(WhichPlayer owner) : base(WhichPiece.Pawn, owner)
{
}
public override Piece DeepClone()
{
var clone = new Pawn(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths()
{
var moveSet = IsPromoted ? GoldenGeneral.MoveSet : MoveSet;
return Owner == WhichPlayer.Player1 ? moveSet : moveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}
}

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@@ -0,0 +1,44 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class Rook : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(4)
{
new Path(Direction.Up, Distance.MultiStep),
new Path(Direction.Left, Distance.MultiStep),
new Path(Direction.Right, Distance.MultiStep),
new Path(Direction.Down, Distance.MultiStep)
};
private static readonly List<Path> PromotedMoveSet = new List<Path>(8)
{
new Path(Direction.Up, Distance.MultiStep),
new Path(Direction.Left, Distance.MultiStep),
new Path(Direction.Right, Distance.MultiStep),
new Path(Direction.Down, Distance.MultiStep),
new Path(Direction.UpLeft),
new Path(Direction.UpRight),
new Path(Direction.DownLeft),
new Path(Direction.DownRight)
};
public Rook(WhichPlayer owner) : base(WhichPiece.Rook, owner)
{
}
public override Piece DeepClone()
{
var clone = new Rook(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths()
{
var moveSet = IsPromoted ? PromotedMoveSet : MoveSet;
return Owner == WhichPlayer.Player1 ? moveSet : moveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}
}

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@@ -0,0 +1,35 @@
using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class SilverGeneral : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(4)
{
new Path(Direction.Up),
new Path(Direction.UpLeft),
new Path(Direction.UpRight),
new Path(Direction.DownLeft),
new Path(Direction.DownRight)
};
public SilverGeneral(WhichPlayer owner) : base(WhichPiece.SilverGeneral, owner)
{
}
public override Piece DeepClone()
{
var clone = new SilverGeneral(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths()
{
var moveSet = IsPromoted ? GoldenGeneral.MoveSet : MoveSet;
return Owner == WhichPlayer.Player1 ? moveSet : moveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}
}

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@@ -1,4 +1,6 @@
using System; using Gameboard.ShogiUI.BoardState.Pieces;
using PathFinding;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Numerics; using System.Numerics;
using System.Text; using System.Text;
@@ -16,6 +18,7 @@ namespace Gameboard.ShogiUI.BoardState
private ShogiBoard validationBoard; private ShogiBoard validationBoard;
private Vector2 player1King; private Vector2 player1King;
private Vector2 player2King; private Vector2 player2King;
private PathFinder2D<Piece> pathFinder;
public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; } public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
public Array2D<Piece> Board { get; } public Array2D<Piece> Board { get; }
public List<Move> MoveHistory { get; } public List<Move> MoveHistory { get; }
@@ -31,17 +34,51 @@ namespace Gameboard.ShogiUI.BoardState
{ WhichPlayer.Player1, new List<Piece>()}, { WhichPlayer.Player1, new List<Piece>()},
{ WhichPlayer.Player2, new List<Piece>()}, { WhichPlayer.Player2, new List<Piece>()},
}; };
pathFinder = new PathFinder2D<Piece>(Board);
InitializeBoardState(); InitializeBoardState();
player1King = new Vector2(4, 0); player1King = new Vector2(4, 0);
player2King = new Vector2(4, 8); 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) public bool Move(Move move)
{ {
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1; var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var moveSuccess = TryMove(move); var moveSuccess = TryMove(move);
if (!moveSuccess) return false; if (!moveSuccess)
{
return false;
}
// Evaluate check // Evaluate check
InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null; InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
@@ -59,8 +96,9 @@ namespace Gameboard.ShogiUI.BoardState
// Try making the move in a "throw away" board. // Try making the move in a "throw away" board.
if (validationBoard == null) if (validationBoard == null)
{ {
validationBoard = ConstructWithMoves(MoveHistory); validationBoard = new ShogiBoard(this);
} }
var isValid = move.PieceFromCaptured.HasValue var isValid = move.PieceFromCaptured.HasValue
? validationBoard.PlaceFromHand(move) ? validationBoard.PlaceFromHand(move)
: validationBoard.PlaceFromBoard(move); : validationBoard.PlaceFromBoard(move);
@@ -92,15 +130,15 @@ namespace Gameboard.ShogiUI.BoardState
if (piece.Owner == InCheck) // Owned by the player in check... if (piece.Owner == InCheck) // Owned by the player in check...
{ {
var positionsToCheck = new List<Vector2>(10); var positionsToCheck = new List<Vector2>(10);
IterateMoveSet(from, (innerPiece, position) => //IterateMoveSet(from, (innerPiece, position) =>
{ //{
if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves... // if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
}); //});
// And evaluate if any move gets the player out of check. // And evaluate if any move gets the player out of check.
foreach (var position in positionsToCheck) 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 }); var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position });
if (moveSuccess) if (moveSuccess)
{ {
@@ -148,7 +186,7 @@ namespace Gameboard.ShogiUI.BoardState
var fromPiece = Board[move.From.X, move.From.Y]; var fromPiece = Board[move.From.X, move.From.Y];
if (fromPiece == null) return false; // Invalid move if (fromPiece == null) return false; // Invalid move
if (fromPiece.Owner != WhoseTurn) return false; // Invalid move; cannot move other players pieces. 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]; var captured = Board[move.To.X, move.To.Y];
if (captured != null) if (captured != null)
@@ -188,6 +226,17 @@ namespace Gameboard.ShogiUI.BoardState
MoveHistory.Add(move); MoveHistory.Add(move);
return true; 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() public void PrintStateAsAscii()
{ {
var builder = new StringBuilder(); var builder = new StringBuilder();
@@ -228,219 +277,34 @@ namespace Gameboard.ShogiUI.BoardState
/// </summary> /// </summary>
private bool EvaluateCheck(WhichPlayer whichPlayer) private bool EvaluateCheck(WhichPlayer whichPlayer)
{ {
var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1King : player2King; var destination = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
var inCheck = false; var inCheck = false;
// Iterate every board piece... // Iterate every board piece...
Board.ForEachNotNull((piece, x, y) => Board.ForEachNotNull((piece, x, y) =>
{ {
var v = new Vector2(x, y); var origin = new Vector2(x, y);
// ...that belongs to the opponent within range... // ...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. // ...and threatens the player's king.
inCheck |= inCheck |=
threatenedPiece?.WhichPiece == WhichPiece.King threatenedPiece.WhichPiece == WhichPiece.King
&& threatenedPiece?.Owner == whichPlayer; && threatenedPiece.Owner == whichPlayer;
}); });
} }
}); });
return inCheck; 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> /// <summary>
/// Iterate through the possible moves of a piece at a given position. /// Iterate through the possible moves of a piece at a given position.
/// </summary> /// </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> /// <summary>
/// Useful for iterating the board for pieces that move many spaces. /// Useful for iterating the board for pieces that move many spaces.
/// </summary> /// </summary>
/// <param name="callback">A function that returns true if walking should continue.</param> /// <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 #endregion
#region Initialize #region Initialize
@@ -453,7 +317,7 @@ namespace Gameboard.ShogiUI.BoardState
private void ResetFrontRow(WhichPlayer player) private void ResetFrontRow(WhichPlayer player)
{ {
int y = player == WhichPlayer.Player1 ? 2 : 6; 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) private void ResetMiddleRow(WhichPlayer player)
{ {
@@ -464,28 +328,28 @@ namespace Gameboard.ShogiUI.BoardState
Board[8, y] = null; Board[8, y] = null;
if (player == WhichPlayer.Player1) if (player == WhichPlayer.Player1)
{ {
Board[1, y] = new Piece(WhichPiece.Bishop, player); Board[1, y] = new Bishop(player);
Board[7, y] = new Piece(WhichPiece.Rook, player); Board[7, y] = new Rook(player);
} }
else else
{ {
Board[1, y] = new Piece(WhichPiece.Rook, player); Board[1, y] = new Rook(player);
Board[7, y] = new Piece(WhichPiece.Bishop, player); Board[7, y] = new Bishop(player);
} }
} }
private void ResetRearRow(WhichPlayer player) private void ResetRearRow(WhichPlayer player)
{ {
int y = player == WhichPlayer.Player1 ? 0 : 8; int y = player == WhichPlayer.Player1 ? 0 : 8;
Board[0, y] = new Piece(WhichPiece.Lance, player); Board[0, y] = new Lance(player);
Board[1, y] = new Piece(WhichPiece.Knight, player); Board[1, y] = new Knight(player);
Board[2, y] = new Piece(WhichPiece.SilverGeneral, player); Board[2, y] = new SilverGeneral(player);
Board[3, y] = new Piece(WhichPiece.GoldenGeneral, player); Board[3, y] = new GoldenGeneral(player);
Board[4, y] = new Piece(WhichPiece.King, player); Board[4, y] = new King(player);
Board[5, y] = new Piece(WhichPiece.GoldenGeneral, player); Board[5, y] = new GoldenGeneral(player);
Board[6, y] = new Piece(WhichPiece.SilverGeneral, player); Board[6, y] = new SilverGeneral(player);
Board[7, y] = new Piece(WhichPiece.Knight, player); Board[7, y] = new Knight(player);
Board[8, y] = new Piece(WhichPiece.Lance, player); Board[8, y] = new Lance(player);
} }
private void InitializeBoardState() private void InitializeBoardState()
{ {
@@ -499,17 +363,17 @@ namespace Gameboard.ShogiUI.BoardState
} }
#endregion #endregion
public static ShogiBoard ConstructWithMoves(IList<Move> moves) //public static ShogiBoard ConstructWithMoves(IList<Move> moves)
{ //{
var s = new ShogiBoard(); // var s = new ShogiBoard();
for (var i = 0; i < moves.Count; i++) // for (var i = 0; i < moves.Count; i++)
{ // {
if (!s.Move(moves[i])) // if (!s.Move(moves[i]))
{ // {
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}."); // throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
} // }
} // }
return s; // return s;
} //}
} }
} }

View File

@@ -52,7 +52,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
communicationManager.SubscribeToGame(sessionModel, userName); communicationManager.SubscribeToGame(sessionModel, userName);
var boardMoves = moveModels.Select(_ => _.ToBoardModel()).ToList(); var boardMoves = moveModels.Select(_ => _.ToBoardModel()).ToList();
boardManager.Add(getGameResponse.Session.Name, ShogiBoard.ConstructWithMoves(boardMoves)); boardManager.Add(getGameResponse.Session.Name, new ShogiBoard(boardMoves));
var response = new LoadGameResponse(ClientAction.LoadGame) var response = new LoadGameResponse(ClientAction.LoadGame)
{ {

View File

@@ -75,7 +75,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
To = new Vector2(0, 3) To = new Vector2(0, 3)
} }
}; };
var shogi = ShogiBoard.ConstructWithMoves(moves); var shogi = new ShogiBoard(moves);
shogi.Board[0, 2].Should().BeNull(); shogi.Board[0, 2].Should().BeNull();
shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn); shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
} }
@@ -99,9 +99,9 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
{ {
var invalidLanceMove = new Move var invalidLanceMove = new Move
{ {
// Lance moving adjacent // Bishop moving lateral
From = new Vector2(0, 0), From = new Vector2(1, 1),
To = new Vector2(1, 5) To = new Vector2(2, 1)
}; };
var shogi = new ShogiBoard(); var shogi = new ShogiBoard();
@@ -177,16 +177,12 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
// P1 Bishop puts P2 in check // P1 Bishop puts P2 in check
new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) } new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) }
}; };
var shogi = ShogiBoard.ConstructWithMoves(moves); //var shogi = new ShogiBoard(moves);
//foreach(var m in moves) var shogi = new ShogiBoard(moves);
//{
// shogi.Move(m);
//}
// Prerequisit // Prerequisit
shogi.InCheck.Should().Be(WhichPlayer.Player2); shogi.InCheck.Should().Be(WhichPlayer.Player2);
// Act - P2 moves Lance while remaining in check. // Act - P2 moves Lance while remaining in check.
var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 8), To = new Vector2(8, 7) }); var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 8), To = new Vector2(8, 7) });
@@ -208,7 +204,8 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
// P2 Pawn // P2 Pawn
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) }, new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) },
}; };
var shogi = ShogiBoard.ConstructWithMoves(moves); var shogi = new ShogiBoard(moves);
shogi.PrintStateAsAscii();
// Act - P1 Bishop, check // Act - P1 Bishop, check
@@ -229,7 +226,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
// P2 Pawn // P2 Pawn
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) } new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) }
}; };
var shogi = ShogiBoard.ConstructWithMoves(moves); var shogi = new ShogiBoard(moves);
// Act - P1 Bishop captures P2 Bishop // Act - P1 Bishop captures P2 Bishop
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(7, 7) }); var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(7, 7) });
@@ -275,7 +272,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
// P2 Pawn // P2 Pawn
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) } new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) }
}; };
var shogi = ShogiBoard.ConstructWithMoves(moves); var shogi = new ShogiBoard(moves);
// Act - P1 moves across promote threshold. // Act - P1 moves across promote threshold.
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(6, 6), IsPromotion = true }); var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(6, 6), IsPromotion = true });
@@ -313,7 +310,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
// P2 King retreat // P2 King retreat
new Move { From = new Vector2(4, 7), To = new Vector2(4, 8) }, new Move { From = new Vector2(4, 7), To = new Vector2(4, 8) },
}; };
var shogi = ShogiBoard.ConstructWithMoves(moves); var shogi = new ShogiBoard(moves);
// Act - P1 Pawn wins by checkmate. // Act - P1 Pawn wins by checkmate.
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 6), To = new Vector2(4, 7) }); var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 6), To = new Vector2(4, 7) });

View File

@@ -0,0 +1,46 @@
using FluentAssertions;
using Gameboard.ShogiUI.BoardState;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using PathFinding;
using System.Collections.Generic;
using System.Numerics;
namespace Gameboard.ShogiUI.UnitTests.PathFinding
{
[TestClass]
public class PathFinder2DShould
{
class TestElement : IPlanarElement
{
public ICollection<Path> GetPaths() => throw new System.NotImplementedException();
public bool IsUpsideDown => false;
}
[TestMethod]
public void Maths()
{
var finder = new PathFinder2D<TestElement>(new Array2D<TestElement>(5, 5));
var result = finder.IsPathable(
new Vector2(2, 2),
new Vector2(7, 7),
new Vector2(3, 3)
);
result.Should().BeTrue();
result = finder.IsPathable(
new Vector2(2, 2),
new Vector2(7, 7),
new Vector2(2, 2)
);
result.Should().BeFalse();
result = finder.IsPathable(
new Vector2(2, 2),
new Vector2(7, 7),
new Vector2(-1, 1)
);
result.Should().BeFalse();
}
}
}

19
PathFinding/Enums.cs Normal file
View File

@@ -0,0 +1,19 @@
namespace PathFinding
{
public enum HaltCondition
{
/// <summary>
/// Do not stop until you reach the collection boundary.
/// </summary>
None,
/// <summary>
/// Halt after encountering a non-null element.
/// </summary>
AfterCollide
}
}
public enum Distance
{
OneStep,
MultiStep
}

View File

@@ -1,7 +1,10 @@
namespace PathFinding using System.Collections.Generic;
namespace PathFinding
{ {
interface IPlanarCollection<T> public interface IPlanarCollection<T> : IEnumerable<T>
{ {
T this[int x, int y] { get; set; } T this[int x, int y] { get; set; }
int GetLength(int dimension);
} }
} }

View File

@@ -0,0 +1,12 @@
using System.Collections.Generic;
namespace PathFinding
{
public interface IPlanarElement
{
ICollection<Path> GetPaths();
bool IsUpsideDown { get; }
}
}

15
PathFinding/Path.cs Normal file
View File

@@ -0,0 +1,15 @@
using System.Numerics;
namespace PathFinding
{
public class Path
{
public Vector2 Direction { get; }
public Distance Distance { get; }
public Path(Vector2 direction, Distance distance = Distance.OneStep)
{
Direction = direction;
Distance = distance;
}
}
}

View File

@@ -1,10 +1,110 @@
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace PathFinding namespace PathFinding
{ {
public class PathFinder2D public class PathFinder2D<T> where T : IPlanarElement
{ {
public PathFinder2D() /// <summary>
/// </summary>
/// <param name="element">Guaranteed to be non-null.</param>
/// <param name="position"></param>
public delegate void Callback(T collider, Vector2 position);
private readonly IPlanarCollection<T> collection;
private readonly int width;
private readonly int height;
public PathFinder2D(IPlanarCollection<T> collection)
{ {
this.collection = collection;
width = collection.GetLength(0);
height = collection.GetLength(1);
}
/// <summary>
/// Navigate the collection such that each "step" is always towards the destination.
/// </summary>
/// <param name="element">The pathing element.</param>
/// <param name="origin">The starting location.</param>
/// <param name="destination">The destination.</param>
/// <param name="callback">Do cool stuff here.</param>
/// <returns>True if the element reached the destination.</returns>
public bool PathTo(T element, Vector2 origin, Vector2 destination, Callback callback)
{
if (destination.X > width - 1 || destination.Y > height - 1 || destination.X < 0 || destination.Y < 0)
{
return false;
}
var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
var next = Vector2.Add(origin, path.Direction);
if (!IsPathable(origin, destination, next))
{
// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
return false;
}
var shouldPath = true;
while (shouldPath)
{
var collider = collection[(int)next.X, (int)next.Y];
if (collider != null) callback(collider, next);
if (next == destination) return true;
if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
next = Vector2.Add(next, path.Direction);
}
return true;
}
public void PathEvery(IPlanarElement element, Vector2 from, Callback callback)
{
foreach (var path in element.GetPaths())
{
var shouldPath = true;
var next = Vector2.Add(from, path.Direction);
while (shouldPath && next.X < width && next.Y < height && next.X >= 0 && next.Y >= 0)
{
var collider = collection[(int)next.X, (int)next.Y];
if (collider != null)
{
callback(collider, next);
}
next = Vector2.Add(from, path.Direction);
if (path.Distance == Distance.OneStep)
{
shouldPath = false;
}
}
}
}
public Path FindDirectionTowardsDestination(ICollection<Path> paths, Vector2 origin, Vector2 destination) =>
paths.Aggregate((a, b) => Vector2.Distance(destination, Vector2.Add(origin, a.Direction)) < Vector2.Distance(destination, Vector2.Add(origin, b.Direction)) ? a : b);
public bool IsPathable(Vector2 origin, Vector2 destination, T element)
{
var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
var next = Vector2.Add(origin, path.Direction);
return IsPathable(origin, destination, next);
}
public bool IsPathable(Vector2 origin, Vector2 destination, Vector2 next)
{
if (Vector2.Distance(next, destination) < Vector2.Distance(origin, destination))
{
// y = mx + b
// b = -mx + y
var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
var yIntercept = -(slope * origin.X) + origin.Y;
return float.IsInfinity(slope) || next.Y == slope * next.X + yIntercept;
}
return false;
} }
} }
} }