yep
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@@ -12,105 +12,6 @@ namespace Shogi.Domain.ValueObjects
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boardState = board;
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}
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/// <summary>
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/// Move a piece from a board tile to another board tile ignorant of check or check-mate.
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/// </summary>
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/// <param name="fromNotation">The position of the piece being moved expressed in board notation.</param>
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/// <param name="toNotation">The target position expressed in board notation.</param>
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/// <param name="isPromotionRequested">True if a promotion is expected as a result of this move.</param>
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/// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
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internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false)
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{
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var from = Notation.FromBoardNotation(fromNotation);
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var to = Notation.FromBoardNotation(toNotation);
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var fromPiece = boardState[from];
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if (fromPiece == null)
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{
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return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move.");
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}
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if (fromPiece.Owner != boardState.WhoseTurn)
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{
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return new MoveResult(false, "Not allowed to move the opponents piece");
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}
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var path = fromPiece.GetPathFromStartToEnd(from, to);
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if (boardState.IsPathBlocked(path))
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{
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return new MoveResult(false, "Another piece obstructs the desired move.");
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}
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if (boardState[to] != null)
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{
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boardState.Capture(to);
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}
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if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from)))
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{
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fromPiece.Promote();
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}
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boardState[to] = fromPiece;
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boardState[from] = null;
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boardState.PreviousMove = new Move(from, to);
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var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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boardState.WhoseTurn = otherPlayer;
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return new MoveResult(true);
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}
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/// Move a piece from the hand to the board ignorant if check or check-mate.
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/// </summary>
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/// <param name="pieceInHand"></param>
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/// <param name="to">The target position expressed in board notation.</param>
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/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
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internal MoveResult Move(WhichPiece pieceInHand, string toNotation)
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{
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var to = Notation.FromBoardNotation(toNotation);
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var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
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if (index == -1)
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{
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return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
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}
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if (boardState[to] != null)
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{
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return new MoveResult(false, "Illegal move - attempting to capture while playing a piece from the hand.");
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}
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switch (pieceInHand)
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{
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case WhichPiece.Knight:
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{
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// Knight cannot be placed onto the farthest two ranks from the hand.
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if (boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6
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|| boardState.WhoseTurn == WhichPlayer.Player2 && to.Y < 2)
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{
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return new MoveResult(false, "Knight has no valid moves after placed.");
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}
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break;
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}
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case WhichPiece.Lance:
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case WhichPiece.Pawn:
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{
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// Lance and Pawn cannot be placed onto the farthest rank from the hand.
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if (boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8
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|| boardState.WhoseTurn == WhichPlayer.Player2 && to.Y == 0)
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{
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return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
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}
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break;
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}
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}
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// Mutate the board.
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boardState[to] = boardState.ActivePlayerHand[index];
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boardState.ActivePlayerHand.RemoveAt(index);
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boardState.PreviousMove = new Move(pieceInHand, to);
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return new MoveResult(true);
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}
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/// <summary>
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/// Determines if the last move put the player who moved in check.
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/// </summary>
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@@ -238,14 +139,16 @@ namespace Shogi.Domain.ValueObjects
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return true;
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}
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private IList<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
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private List<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
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{
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var kingPosition = whichPlayer == WhichPlayer.Player1
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? boardState.Player1KingPosition
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: boardState.Player2KingPosition;
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return King.KingPaths
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.Select(path => path.Direction + kingPosition)
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var paths = boardState[kingPosition]!.MoveSet;
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return paths
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.Select(path => path.NormalizedDirection + kingPosition)
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// Because the king could be on the edge of the board, where some of its paths do not make sense.
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.Where(newPosition => newPosition.IsInsideBoardBoundary())
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// Where tile at position is empty, meaning the king could move there.
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.Where(newPosition => boardState[newPosition] == null)
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