checkpoint
This commit is contained in:
26
Gameboard.ShogiUI.UnitTests/BoardState/BoardVectorShould.cs
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26
Gameboard.ShogiUI.UnitTests/BoardState/BoardVectorShould.cs
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using FluentAssertions;
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using Gameboard.ShogiUI.BoardState;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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namespace Gameboard.ShogiUI.UnitTests.BoardState
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{
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[TestClass]
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public class BoardVectorShould
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{
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[TestMethod]
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public void BeEqualWhenPropertiesAreEqual()
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{
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var a = new BoardVector(3, 2);
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var b = new BoardVector(3, 2);
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a.Should().Be(b);
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a.GetHashCode().Should().Be(b.GetHashCode());
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(a == b).Should().BeTrue();
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// Properties should not be transitively equal.
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b = new BoardVector(2, 3);
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a.Should().NotBe(b);
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a.GetHashCode().Should().NotBe(b.GetHashCode());
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(a == b).Should().BeFalse();
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}
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}
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}
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322
Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs
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322
Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs
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using FluentAssertions;
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using Gameboard.ShogiUI.BoardState;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using System;
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using System.Linq;
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namespace Gameboard.ShogiUI.UnitTests.BoardState
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{
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[TestClass]
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public class ShogiBoardShould
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{
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[TestMethod]
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public void InitializeBoardState()
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{
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// Assert
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var board = new ShogiBoard().Board;
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// Assert pieces do not start promoted.
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foreach (var piece in board) piece?.IsPromoted.Should().BeFalse();
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// Assert Player1.
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for (var y = 0; y < 3; y++)
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for (var x = 0; x < 9; x++)
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board[x, y]?.Owner.Should().Be(WhichPlayer.Player1);
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board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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board[2, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[3, 0].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
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board[5, 0].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[6, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[7, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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board[8, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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board[0, 1].Should().BeNull();
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board[1, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
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for (var x = 2; x < 7; x++) board[x, 1].Should().BeNull();
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board[7, 1].WhichPiece.Should().Be(WhichPiece.Rook);
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board[8, 1].Should().BeNull();
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for (var x = 0; x < 9; x++) board[x, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
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// Assert empty locations.
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for (var y = 3; y < 6; y++)
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for (var x = 0; x < 9; x++)
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board[x, y].Should().BeNull();
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// Assert Player2.
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for (var y = 6; y < 9; y++)
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for (var x = 0; x < 9; x++)
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board[x, y]?.Owner.Should().Be(WhichPlayer.Player2);
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board[0, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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board[1, 8].WhichPiece.Should().Be(WhichPiece.Knight);
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board[2, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[3, 8].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[4, 8].WhichPiece.Should().Be(WhichPiece.King);
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board[5, 8].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[6, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[7, 8].WhichPiece.Should().Be(WhichPiece.Knight);
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board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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board[0, 7].Should().BeNull();
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board[1, 7].WhichPiece.Should().Be(WhichPiece.Rook);
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for (var x = 2; x < 7; x++) board[x, 7].Should().BeNull();
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board[7, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
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board[8, 7].Should().BeNull();
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for (var x = 0; x < 9; x++) board[x, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void InitializeBoardStateWithMoves()
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{
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var moves = new[]
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{
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new Move
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{
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// Pawn
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From = new BoardVector(0, 2),
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To = new BoardVector(0, 3)
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}
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};
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var shogi = new ShogiBoard(moves);
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shogi.Board[0, 2].Should().BeNull();
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shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveToCurrentPosition()
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{
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// Arrange
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var shogi = new ShogiBoard();
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// Act - P1 "moves" pawn to the position it already exists at.
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var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(0, 2), To = new BoardVector(0, 2) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveSet()
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{
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var invalidLanceMove = new Move
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{
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// Lance moving adjacent
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From = new BoardVector(0, 0),
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To = new BoardVector(1, 5)
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};
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var shogi = new ShogiBoard();
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var moveSuccess = shogi.TryMove(invalidLanceMove);
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moveSuccess.Should().BeFalse();
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// Assert the Lance has not actually moved.
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shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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}
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[TestMethod]
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public void PreventInvalidMoves_Ownership()
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{
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// Arrange
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var shogi = new ShogiBoard();
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// Act - Move Player2 Pawn when it's Player1 turn.
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var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(8, 6), To = new BoardVector(8, 5) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[8, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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shogi.Board[8, 5].Should().BeNull();
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveThroughAllies()
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{
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var invalidLanceMove = new Move
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{
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// Lance moving through the pawn before it.
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From = new BoardVector(0, 0),
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To = new BoardVector(0, 5)
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};
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var shogi = new ShogiBoard();
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var moveSuccess = shogi.TryMove(invalidLanceMove);
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moveSuccess.Should().BeFalse();
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// Assert the Lance has not actually moved.
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shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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}
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[TestMethod]
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public void PreventInvalidMoves_CaptureAlly()
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{
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var invalidKnightMove = new Move
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{
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// Knight capturing allied Pawn
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From = new BoardVector(1, 0),
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To = new BoardVector(0, 2)
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};
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var shogi = new ShogiBoard();
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var moveSuccess = shogi.TryMove(invalidKnightMove);
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moveSuccess.Should().BeFalse();
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// Assert the Knight has not actually moved or captured.
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shogi.Board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_Check()
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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 BoardVector(2, 2), To = new BoardVector(2, 3) },
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// P2 Pawn
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new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) },
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// P1 Bishop puts P2 in check
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new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6) }
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};
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var shogi = new ShogiBoard(moves);
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// Prerequisit
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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// Act - P2 moves Lance while remaining in check.
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var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(8, 8), To = new BoardVector(8, 7) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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shogi.Board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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shogi.Board[8, 7].Should().BeNull();
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}
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[TestMethod]
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public void Check()
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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 BoardVector(2, 2), To = new BoardVector(2, 3) },
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// P2 Pawn
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new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) },
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};
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var shogi = new ShogiBoard(moves);
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// Act - P1 Bishop, check
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shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6) });
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// Assert
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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}
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[TestMethod]
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public void Capture()
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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 BoardVector(2, 2), To = new BoardVector(2, 3) },
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// P2 Pawn
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new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) }
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};
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var shogi = new ShogiBoard(moves);
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// Act - P1 Bishop captures P2 Bishop
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var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(7, 7) });
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// Assert
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moveSuccess.Should().BeTrue();
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shogi.Board
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.Cast<Piece>()
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.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
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.Should()
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.Be(1);
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shogi.Board[1, 1].Should().BeNull();
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shogi.Board[7, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
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shogi.Hands[WhichPlayer.Player1]
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.Should()
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.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player1);
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// Act - P2 Silver captures P1 Bishop
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moveSuccess = shogi.TryMove(new Move { From = new BoardVector(6, 8), To = new BoardVector(7, 7) });
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// Assert
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moveSuccess.Should().BeTrue();
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shogi.Board[6, 8].Should().BeNull();
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shogi.Board[7, 7].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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shogi.Board
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.Cast<Piece>()
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.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
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.Should().Be(0);
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shogi.Hands[WhichPlayer.Player2]
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.Should()
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.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player2);
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}
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[TestMethod]
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public void Promote()
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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 BoardVector(2, 2), To = new BoardVector(2, 3) },
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// P2 Pawn
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new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) }
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};
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var shogi = new ShogiBoard(moves);
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// Act - P1 moves across promote threshold.
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var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6), IsPromotion = true });
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// Assert
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moveSuccess.Should().BeTrue();
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shogi.Board[1, 1].Should().BeNull();
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shogi.Board[6, 6].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
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}
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[TestMethod]
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public void CheckMate()
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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 Rook
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new Move { From = new BoardVector(7, 1), To = new BoardVector(4, 1) },
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// P2 Gold
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new Move { From = new BoardVector(3, 8), To = new BoardVector(2, 7) },
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// P1 Pawn
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new Move { From = new BoardVector(4, 2), To = new BoardVector(4, 3) },
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// P2 other Gold
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new Move { From = new BoardVector(5, 8), To = new BoardVector(6, 7) },
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// P1 same Pawn
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new Move { From = new BoardVector(4, 3), To = new BoardVector(4, 4) },
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// P2 Pawn
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new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 5) },
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// P1 Pawn takes P2 Pawn
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new Move { From = new BoardVector(4, 4), To = new BoardVector(4, 5) },
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// P2 King
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new Move { From = new BoardVector(4, 8), To = new BoardVector(4, 7) },
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// P1 Pawn promotes
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new Move { From = new BoardVector(4, 5), To = new BoardVector(4, 6), IsPromotion = true },
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// P2 King retreat
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new Move { From = new BoardVector(4, 7), To = new BoardVector(4, 8) },
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};
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var shogi = new ShogiBoard(moves);
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// Act - P1 Pawn wins by checkmate.
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var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 7) });
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// Assert
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moveSuccess.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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@@ -0,0 +1,19 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="FluentAssertions" Version="5.10.3" />
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.8.3" />
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<PackageReference Include="MSTest.TestAdapter" Version="2.1.2" />
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<PackageReference Include="MSTest.TestFramework" Version="2.1.2" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Gameboard.ShogiUI.Sockets.ServiceModels\Gameboard.ShogiUI.Sockets.ServiceModels.csproj" />
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<ProjectReference Include="..\Gameboard.ShogiUI.Sockets\Gameboard.ShogiUI.Sockets.csproj" />
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</ItemGroup>
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</Project>
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27
Gameboard.ShogiUI.UnitTests/Sockets/CoordsModelShould.cs
Normal file
27
Gameboard.ShogiUI.UnitTests/Sockets/CoordsModelShould.cs
Normal file
@@ -0,0 +1,27 @@
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using FluentAssertions;
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using Gameboard.ShogiUI.Sockets.Models;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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namespace Gameboard.ShogiUI.UnitTests.Sockets
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{
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[TestClass]
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public class CoordsModelShould
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{
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[TestMethod]
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public void ConvertToNotation()
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{
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var letters = "ABCDEFGHI";
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for (var x = 0; x < 8; x++) // file
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{
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for (var y = 0; y < 8; y++) // rank
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{
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var move = new Coords(x, y);
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var actual = move.ToBoardNotation();
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var expected = $"{letters[x]}{y + 1}";
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actual.Should().Be(expected);
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}
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}
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}
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}
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}
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