yep
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@@ -39,11 +39,11 @@ namespace Shogi.Domain
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}
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/// <summary>
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/// Move a piece from a board tile to another board tile.
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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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/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
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/// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
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public MoveResult Move(string fromNotation, string toNotation, bool isPromotion = false)
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{
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var from = ShogiBoardState.FromBoardNotation(fromNotation);
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@@ -105,7 +105,7 @@ namespace Shogi.Domain
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}
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/// <summary>
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/// Move a piece from the hand to the board.
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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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@@ -184,7 +184,7 @@ namespace Shogi.Domain
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return isCheck;
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}
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public bool EvaluateCheckAfterMove(Vector2 from, Vector2 to, WhichPlayer whichPlayer)
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public bool IsPlayerInCheckAfterMove(Vector2 from, Vector2 to, WhichPlayer whichPlayer)
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{
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if (whichPlayer == board.InCheck) return true; // If we already know the player is in check, don't bother.
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@@ -265,7 +265,7 @@ namespace Shogi.Domain
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var simulationResult = simulationBoard.Move(fromNotation, toNotation, false);
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if (simulationResult.Success)
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{
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if (!EvaluateCheckAfterMove(from, position, board.InCheck.Value))
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if (!IsPlayerInCheckAfterMove(from, position, board.InCheck.Value))
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{
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isCheckmate = false;
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}
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