yep
This commit is contained in:
81
Shogi.Domain/Other/BoardRules.cs
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81
Shogi.Domain/Other/BoardRules.cs
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@@ -0,0 +1,81 @@
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namespace Shogi.Domain.Other;
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/// <summary>
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/// </summary>
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/// <typeparam name="TPiece"></typeparam>
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/// <param name="boardState">A 2D array of pieces, representing your board. Indexed as [x, y].</param>
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public class BoardRules<TPiece>(TPiece?[,] boardState) where TPiece : IRulesLifecycle<TPiece>
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{
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private readonly Vector2 MaxIndex = new(boardState.GetLength(0) - 1, boardState.GetLength(1) - 1);
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/// <summary>
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/// Validates a move, invoking the <see cref="IRulesLifecycle{TPiece}.OnMoveValidation(MoveValidationContext{TPiece})"/> callback which you should implement.
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/// A move is considered valid if it could be made legally, ignoring check or check-mate rules.
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/// Check and check-mate verifying happens in a different lifecycle callback.
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/// </summary>
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/// <param name="from">The position of the piece being moved.</param>
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/// <param name="to">The desired destination of the piece being moved.</param>
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/// <param name="isPromotion">TODO</param>
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/// <returns></returns>
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public RulesLifecycleResult ValidateMove(Vector2 from, Vector2 to, bool isPromotion)
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{
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if (IsWithinBounds(from) && IsWithinBounds(to))
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{
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var piece = boardState[(int)from.X, (int)from.Y];
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if (piece == null)
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{
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return new RulesLifecycleResult(IsError: true, $"There is no piece at position {from}.");
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}
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return piece.OnMoveValidation(new MoveValidationContext<TPiece>(from, to, isPromotion, boardState));
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}
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return new RulesLifecycleResult(IsError: true, "test message");
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}
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//foreach (var piece in boardState)
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//{
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// if (piece != null)
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// {
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// var result = piece.OnMoveValidation(new MoveValidationContext<TPiece>(from, to, isPromotion, boardState));
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// if (result.IsError)
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// {
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// return result;
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// }
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// }
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//}
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//public int ValidateMove(Vector2 start, Vector2 end)
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//{
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// if (board.GetLength(0) != boardSize.X || board.GetLength(1) != boardSize.Y)
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// {
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// throw new ArgumentException($"2D array dimensions must match boardSize given during {nameof(CreateNewRules)} method.", nameof(board));
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// }
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// if (start - start != Vector2.Zero)
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// {
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// throw new ArgumentException("Negative values not allowed.", nameof(start));
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// }
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// if (end - end != Vector2.Zero)
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// {
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// throw new ArgumentException("Negative values not allowed.", nameof(end));
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// }
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// if (start.X >= boardSize.X || start.Y >= boardSize.Y)
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// {
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// throw new ArgumentException("Start position must be within the given boardSize.", nameof(start));
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// }
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// if (end.X >= boardSize.X || end.Y >= boardSize.Y)
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// {
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// throw new ArgumentException("End position must be within the given boardSize.", nameof(end));
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// }
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// return 0;
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//}
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private bool IsWithinBounds(Vector2 position)
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{
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var isPositive = position - position == Vector2.Zero;
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return isPositive && position.X <= MaxIndex.X && position.Y <= MaxIndex.Y;
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}
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}
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15
Shogi.Domain/Other/IRulesLifecycle.cs
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15
Shogi.Domain/Other/IRulesLifecycle.cs
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@@ -0,0 +1,15 @@
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namespace Shogi.Domain.Other;
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public interface IRulesLifecycle<TPiece> where TPiece : IRulesLifecycle<TPiece>
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{
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/// <summary>
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/// Invoked by <see cref="BoardRules{TPiece}.ValidateMove(Vector2, Vector2, bool)"/> during the MoveValidation life cycle event.
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/// If a move begins or ends outside the board space coordinates, this function is not called.
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/// The purpose is to ensure a proposed board move is valid with regard to the moved piece's rules.
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/// This event does not worry about check or check-mate, or if a move is legal.
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///
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/// </summary>
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/// <param name="context">A context object with information for you to use to assess whether a move is valid for your implementing piece.</param>
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/// <returns>A new <see cref="RulesLifecycleResult"/> object indicating whether or not the move is valid.</returns>
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RulesLifecycleResult OnMoveValidation(MoveValidationContext<TPiece> context);
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}
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14
Shogi.Domain/Other/MoveValidationContext.cs
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14
Shogi.Domain/Other/MoveValidationContext.cs
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@@ -0,0 +1,14 @@
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namespace Shogi.Domain.Other;
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public record MoveValidationContext<TPiece>(
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Vector2 From,
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Vector2 To,
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bool IsPromotion,
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TPiece?[,] BoardState) where TPiece : IRulesLifecycle<TPiece>
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{
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public TPiece? GetPieceByRelativePosition(Vector2 relativePosition)
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{
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var absolute = From + relativePosition;
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return BoardState[(int)absolute.X, (int)absolute.Y];
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}
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}
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@@ -1,11 +0,0 @@
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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namespace Shogi.Domain.Other;
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public record PieceRulesRegistration<TPiece>(TPiece WhichPiece, ICollection<Path> MoveSet) where TPiece : Enum
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{
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}
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public record PieceInPlay<TPiece>(TPiece WhichPiece, int OwningPlayerNumber) where TPiece : Enum
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{
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}
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@@ -1,61 +0,0 @@
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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using System.Drawing;
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namespace Shogi.Domain.Other;
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public class Rules<TPiece> where TPiece : Enum
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{
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private Vector2 boardSize;
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private TPiece theKing;
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private Dictionary<TPiece, ICollection<Path>> piecePaths;
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/// <summary>
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/// Begin a new set of rules. If any rules already exist, this method will erase them.
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/// </summary>
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/// <param name="boardSize">The size of the game board in tiles. For examples, Chess is 8x8 and Shogi is 9x9.</param>
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/// <param name="king">The piece that represents the King for each player or the piece that, when lost, results in losing the game.</param>
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public Rules<TPiece> CreateNewRules(Vector2 boardSize, TPiece king)
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{
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this.boardSize = boardSize;
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theKing = king;
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piecePaths = [];
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return this;
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}
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public Rules<TPiece> RegisterPieceWithRules(PieceRulesRegistration<TPiece> pieceToRegister)
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{
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if (piecePaths.ContainsKey(pieceToRegister.WhichPiece))
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{
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throw new ArgumentException("This type of piece has already been registered.", nameof(pieceToRegister));
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}
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piecePaths.Add(pieceToRegister.WhichPiece, pieceToRegister.MoveSet);
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return this;
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}
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public int ValidateMove(Vector2 start, Vector2 end, TPiece[][] board)
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{
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if (board.GetLength(0) != boardSize.X || board.GetLength(1) != boardSize.Y)
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{
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throw new ArgumentException($"2D array dimensions must match boardSize given during {nameof(CreateNewRules)} method.", nameof(board));
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}
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if (start - start != Vector2.Zero)
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{
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throw new ArgumentException("Negative values not allowed.", nameof(start));
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}
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if (end - end != Vector2.Zero)
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{
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throw new ArgumentException("Negative values not allowed.", nameof(end));
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}
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if (start.X >= boardSize.X || start.Y >= boardSize.Y)
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{
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throw new ArgumentException("Start position must be within the given boardSize.", nameof(start));
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}
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if (end.X >= boardSize.X || end.Y >= boardSize.Y)
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{
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throw new ArgumentException("End position must be within the given boardSize.", nameof(end));
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}
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}
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}
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5
Shogi.Domain/Other/RulesLifecycleResult.cs
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5
Shogi.Domain/Other/RulesLifecycleResult.cs
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@@ -0,0 +1,5 @@
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namespace Shogi.Domain.Other;
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public record RulesLifecycleResult(bool IsError, string ResultMessage = "")
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{
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}
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@@ -95,6 +95,92 @@ public class BoardState
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set => this[Notation.ToBoardNotation(x, y)] = value;
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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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/// If a piece is captured during the move, state will change to reflect that.
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/// If a piece should promote during the move, state will change to reflect that.
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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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if (this[toNotation] != null)
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{
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Capture(to);
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}
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var fromPiece = this[fromNotation]
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?? throw new InvalidOperationException($"No piece exists at position {fromNotation}.");
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if (isPromotionRequested &&
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(IsWithinPromotionZone(to) || IsWithinPromotionZone(from)))
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{
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fromPiece.Promote();
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}
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this[toNotation] = fromPiece;
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this[fromNotation] = null;
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PreviousMove = new Move(from, to);
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var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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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 of 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 index = 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 (this[toNotation] != 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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var to = Notation.FromBoardNotation(toNotation);
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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 (WhoseTurn == WhichPlayer.Player1 && to.Y > 6
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|| 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 (WhoseTurn == WhichPlayer.Player1 && to.Y == 8
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|| 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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this[toNotation] = ActivePlayerHand[index];
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ActivePlayerHand.RemoveAt(index);
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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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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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@@ -107,8 +193,6 @@ public class BoardState
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internal bool IsWithinPromotionZone(Vector2 position)
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{
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// TODO: Move this promotion zone logic into the StandardRules class.
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return WhoseTurn == WhichPlayer.Player1 && position.Y > 5
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|| WhoseTurn == WhichPlayer.Player2 && position.Y < 3;
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@@ -127,9 +211,8 @@ public class BoardState
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internal void Capture(Vector2 to)
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{
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var piece = this[to];
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if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
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var piece = this[to]
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?? throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
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piece.Capture(WhoseTurn);
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ActivePlayerHand.Add(piece);
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}
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@@ -1,11 +1,11 @@
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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using System.Collections.ObjectModel;
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namespace Shogi.Domain.ValueObjects
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{
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namespace Shogi.Domain.ValueObjects;
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internal record class GoldGeneral : Piece
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{
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public static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(6)
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private static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(6)
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{
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new Path(Direction.Forward),
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new Path(Direction.ForwardLeft),
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@@ -15,7 +15,7 @@ namespace Shogi.Domain.ValueObjects
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new Path(Direction.Backward)
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});
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public static readonly ReadOnlyCollection<Path> Player2Paths =
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private static readonly ReadOnlyCollection<Path> Player2Paths =
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Player1Paths
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.Select(p => p.Invert())
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.ToList()
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@@ -28,4 +28,3 @@ namespace Shogi.Domain.ValueObjects
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public override IEnumerable<Path> MoveSet => Owner == WhichPlayer.Player1 ? Player1Paths : Player2Paths;
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}
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}
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@@ -1,12 +1,12 @@
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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using System.Collections.ObjectModel;
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namespace Shogi.Domain.ValueObjects
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{
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namespace Shogi.Domain.ValueObjects;
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internal record class King : Piece
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{
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internal static readonly ReadOnlyCollection<Path> KingPaths = new(new List<Path>(8)
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{
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private static readonly ReadOnlyCollection<Path> Player1Paths = new(
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[
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new Path(Direction.Forward),
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new Path(Direction.Left),
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new Path(Direction.Right),
|
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@@ -15,13 +15,16 @@ namespace Shogi.Domain.ValueObjects
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new Path(Direction.ForwardRight),
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new Path(Direction.BackwardLeft),
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new Path(Direction.BackwardRight)
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});
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]);
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private static readonly ReadOnlyCollection<Path> Player2Paths = Player1Paths.Select(p => p.Invert()).ToList().AsReadOnly();
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public King(WhichPlayer owner, bool isPromoted = false)
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: base(WhichPiece.King, owner, isPromoted)
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{
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}
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public override IEnumerable<Path> MoveSet => KingPaths;
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}
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public override IEnumerable<Path> MoveSet => Owner == WhichPlayer.Player1 ? Player1Paths : Player2Paths;
|
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|
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|
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}
|
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|
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@@ -1,10 +1,11 @@
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
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using Shogi.Domain.Other;
|
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
[DebuggerDisplay("{WhichPiece} {Owner}")]
|
||||
public abstract record class Piece
|
||||
public abstract record class Piece : IRulesLifecycle<Piece>
|
||||
{
|
||||
public static Piece Create(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
|
||||
{
|
||||
@@ -64,7 +65,7 @@ namespace Shogi.Domain.ValueObjects
|
||||
var position = start;
|
||||
while (Vector2.Distance(start, position) < Vector2.Distance(start, end))
|
||||
{
|
||||
position += path.Direction;
|
||||
position += path.NormalizedDirection;
|
||||
steps.Add(position);
|
||||
|
||||
if (path.Distance == Distance.OneStep) break;
|
||||
@@ -78,14 +79,48 @@ namespace Shogi.Domain.ValueObjects
|
||||
return Array.Empty<Vector2>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all positions this piece could move to from the currentPosition, respecting the move-set of this piece.
|
||||
/// </summary>
|
||||
/// <param name="currentPosition"></param>
|
||||
/// <returns>A list of positions the piece could move to.</returns>
|
||||
public IEnumerable<Vector2> GetPossiblePositions(Vector2 currentPosition)
|
||||
#region IRulesLifecycle
|
||||
public RulesLifecycleResult OnMoveValidation(MoveValidationContext<Piece> ctx)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
var paths = this.MoveSet;
|
||||
|
||||
var matchingPaths = paths.Where(p => p.NormalizedDirection == Vector2.Normalize(ctx.To - ctx.From));
|
||||
if (!matchingPaths.Any())
|
||||
{
|
||||
return new RulesLifecycleResult(IsError: true, "Piece cannot move like that.");
|
||||
}
|
||||
|
||||
var multiStepPaths = matchingPaths.Where(p => p.Distance == Distance.MultiStep).ToArray();
|
||||
foreach (var path in multiStepPaths)
|
||||
{
|
||||
// Assert that no pieces exist along the from -> to path.
|
||||
var isPathObstructed = GetPositionsAlongPath(ctx.From, ctx.To, path)
|
||||
.Any(pos => ctx.BoardState[(int)pos.X, (int)pos.Y] != null);
|
||||
if (isPathObstructed)
|
||||
{
|
||||
return new RulesLifecycleResult(IsError: true, "Piece cannot move through other pieces.");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
var pieceAtTo = ctx.BoardState[(int)ctx.To.X, (int)ctx.To.Y];
|
||||
if (pieceAtTo?.Owner == this.Owner)
|
||||
{
|
||||
return new RulesLifecycleResult(IsError: true, "Cannot capture your own pieces.");
|
||||
}
|
||||
|
||||
return new RulesLifecycleResult(IsError: false);
|
||||
|
||||
static IEnumerable<Vector2> GetPositionsAlongPath(Vector2 from, Vector2 to, Path path)
|
||||
{
|
||||
var next = from;
|
||||
while (next != to && next.X >= 0 && next.X < 9 && next.Y >= 0 && next.Y < 9)
|
||||
{
|
||||
next += path.NormalizedDirection;
|
||||
yield return next;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Text;
|
||||
using Shogi.Domain.Other;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
@@ -28,16 +29,39 @@ public sealed class ShogiBoard
|
||||
/// validate legal vs illegal moves without having to worry about reverting board state.
|
||||
/// </remarks>
|
||||
/// <exception cref="InvalidOperationException"></exception>
|
||||
public void Move(string from, string to, bool isPromotion)
|
||||
public void Move(string from, string to, bool isPromotion = false)
|
||||
{
|
||||
// Validate the move
|
||||
var rulesState = new Piece?[9, 9];
|
||||
for (int x = 0; x < 9; x++)
|
||||
for (int y = 0; y < 9; y++)
|
||||
{
|
||||
rulesState[x, y] = this.BoardState[x, y];
|
||||
}
|
||||
|
||||
var rules = new BoardRules<Piece>(rulesState);
|
||||
var validationResult = rules.ValidateMove(Notation.FromBoardNotation(from), Notation.FromBoardNotation(to), isPromotion);
|
||||
if (validationResult.IsError)
|
||||
{
|
||||
throw new InvalidOperationException(validationResult.ResultMessage);
|
||||
}
|
||||
|
||||
// Move is valid, but is it legal?
|
||||
// Check for correct player's turn.
|
||||
if (BoardState.WhoseTurn != BoardState[from]!.Owner)
|
||||
{
|
||||
throw new InvalidOperationException("Not allowed to move the opponent's pieces.");
|
||||
}
|
||||
|
||||
// Simulate the move on a throw -away state and look for "check" and "check-mate".
|
||||
var simulationState = new BoardState(BoardState);
|
||||
var simulation = new StandardRules(simulationState);
|
||||
var moveResult = simulation.Move(from, to, isPromotion);
|
||||
var moveResult = simulationState.Move(from, to, isPromotion);
|
||||
if (!moveResult.Success)
|
||||
{
|
||||
throw new InvalidOperationException(moveResult.Reason);
|
||||
}
|
||||
|
||||
var simulation = new StandardRules(simulationState);
|
||||
// If already in check, assert the move that resulted in check no longer results in check.
|
||||
if (BoardState.InCheck == BoardState.WhoseTurn
|
||||
&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
|
||||
@@ -53,7 +77,7 @@ public sealed class ShogiBoard
|
||||
var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1
|
||||
? WhichPlayer.Player2
|
||||
: WhichPlayer.Player1;
|
||||
_ = rules.Move(from, to, isPromotion);
|
||||
_ = BoardState.Move(from, to, isPromotion); // "Rules" should not be doing any data changes. "State" should do that.
|
||||
if (rules.IsOpponentInCheckAfterMove())
|
||||
{
|
||||
BoardState.InCheck = otherPlayer;
|
||||
|
||||
@@ -12,105 +12,6 @@ namespace Shogi.Domain.ValueObjects
|
||||
boardState = board;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move a piece from a board tile to another board tile ignorant of check or check-mate.
|
||||
/// </summary>
|
||||
/// <param name="fromNotation">The position of the piece being moved expressed in board notation.</param>
|
||||
/// <param name="toNotation">The target position expressed in board notation.</param>
|
||||
/// <param name="isPromotionRequested">True if a promotion is expected as a result of this move.</param>
|
||||
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
|
||||
internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false)
|
||||
{
|
||||
var from = Notation.FromBoardNotation(fromNotation);
|
||||
var to = Notation.FromBoardNotation(toNotation);
|
||||
var fromPiece = boardState[from];
|
||||
if (fromPiece == null)
|
||||
{
|
||||
return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move.");
|
||||
}
|
||||
|
||||
if (fromPiece.Owner != boardState.WhoseTurn)
|
||||
{
|
||||
return new MoveResult(false, "Not allowed to move the opponents piece");
|
||||
}
|
||||
|
||||
var path = fromPiece.GetPathFromStartToEnd(from, to);
|
||||
|
||||
if (boardState.IsPathBlocked(path))
|
||||
{
|
||||
return new MoveResult(false, "Another piece obstructs the desired move.");
|
||||
}
|
||||
|
||||
if (boardState[to] != null)
|
||||
{
|
||||
boardState.Capture(to);
|
||||
}
|
||||
|
||||
if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from)))
|
||||
{
|
||||
fromPiece.Promote();
|
||||
}
|
||||
|
||||
boardState[to] = fromPiece;
|
||||
boardState[from] = null;
|
||||
|
||||
boardState.PreviousMove = new Move(from, to);
|
||||
var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||
boardState.WhoseTurn = otherPlayer;
|
||||
|
||||
return new MoveResult(true);
|
||||
}
|
||||
|
||||
/// Move a piece from the hand to the board ignorant if check or check-mate.
|
||||
/// </summary>
|
||||
/// <param name="pieceInHand"></param>
|
||||
/// <param name="to">The target position expressed in board notation.</param>
|
||||
/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
|
||||
internal MoveResult Move(WhichPiece pieceInHand, string toNotation)
|
||||
{
|
||||
var to = Notation.FromBoardNotation(toNotation);
|
||||
var index = boardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
|
||||
if (index == -1)
|
||||
{
|
||||
return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
|
||||
}
|
||||
if (boardState[to] != null)
|
||||
{
|
||||
return new MoveResult(false, "Illegal move - attempting to capture while playing a piece from the hand.");
|
||||
}
|
||||
|
||||
switch (pieceInHand)
|
||||
{
|
||||
case WhichPiece.Knight:
|
||||
{
|
||||
// Knight cannot be placed onto the farthest two ranks from the hand.
|
||||
if (boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6
|
||||
|| boardState.WhoseTurn == WhichPlayer.Player2 && to.Y < 2)
|
||||
{
|
||||
return new MoveResult(false, "Knight has no valid moves after placed.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WhichPiece.Lance:
|
||||
case WhichPiece.Pawn:
|
||||
{
|
||||
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
|
||||
if (boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8
|
||||
|| boardState.WhoseTurn == WhichPlayer.Player2 && to.Y == 0)
|
||||
{
|
||||
return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Mutate the board.
|
||||
boardState[to] = boardState.ActivePlayerHand[index];
|
||||
boardState.ActivePlayerHand.RemoveAt(index);
|
||||
boardState.PreviousMove = new Move(pieceInHand, to);
|
||||
return new MoveResult(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the last move put the player who moved in check.
|
||||
/// </summary>
|
||||
@@ -238,14 +139,16 @@ namespace Shogi.Domain.ValueObjects
|
||||
return true;
|
||||
}
|
||||
|
||||
private IList<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
|
||||
private List<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
|
||||
{
|
||||
var kingPosition = whichPlayer == WhichPlayer.Player1
|
||||
? boardState.Player1KingPosition
|
||||
: boardState.Player2KingPosition;
|
||||
|
||||
return King.KingPaths
|
||||
.Select(path => path.Direction + kingPosition)
|
||||
var paths = boardState[kingPosition]!.MoveSet;
|
||||
return paths
|
||||
.Select(path => path.NormalizedDirection + kingPosition)
|
||||
// Because the king could be on the edge of the board, where some of its paths do not make sense.
|
||||
.Where(newPosition => newPosition.IsInsideBoardBoundary())
|
||||
// Where tile at position is empty, meaning the king could move there.
|
||||
.Where(newPosition => boardState[newPosition] == null)
|
||||
|
||||
@@ -1,8 +1,13 @@
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing
|
||||
{
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
|
||||
public enum Distance
|
||||
{
|
||||
/// <summary>
|
||||
/// Signifies that a piece can move one tile/position per move.
|
||||
/// </summary>
|
||||
OneStep,
|
||||
/// <summary>
|
||||
/// Signifies that a piece can move multiple tiles/positions in a single move.
|
||||
/// </summary>
|
||||
MultiStep
|
||||
}
|
||||
}
|
||||
@@ -3,10 +3,17 @@
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
|
||||
[DebuggerDisplay("{Direction} - {Distance}")]
|
||||
public record Path(Vector2 Direction, Distance Distance = Distance.OneStep)
|
||||
public record Path
|
||||
{
|
||||
public Vector2 NormalizedDirection { get; }
|
||||
public Distance Distance { get; }
|
||||
|
||||
public Path Invert() => new(Vector2.Negate(Direction), Distance);
|
||||
public Path(Vector2 direction, Distance distance = Distance.OneStep)
|
||||
{
|
||||
NormalizedDirection = Vector2.Normalize(direction);
|
||||
this.Distance = distance;
|
||||
}
|
||||
public Path Invert() => new(Vector2.Negate(NormalizedDirection), Distance);
|
||||
}
|
||||
|
||||
public static class PathExtensions
|
||||
@@ -21,8 +28,8 @@ public static class PathExtensions
|
||||
var shortestPath = paths.First();
|
||||
foreach (var path in paths.Skip(1))
|
||||
{
|
||||
var distance = Vector2.Distance(start + path.Direction, end);
|
||||
var shortestDistance = Vector2.Distance(start + shortestPath.Direction, end);
|
||||
var distance = Vector2.Distance(start + path.NormalizedDirection, end); //Normalizing the direction probably broke this.
|
||||
var shortestDistance = Vector2.Distance(start + shortestPath.NormalizedDirection, end); // And this.
|
||||
if (distance < shortestDistance)
|
||||
{
|
||||
shortestPath = path;
|
||||
|
||||
Reference in New Issue
Block a user