This commit is contained in:
2024-10-26 22:09:41 -05:00
parent 550942281b
commit f8bf967581
4 changed files with 107 additions and 53 deletions

View File

@@ -1,4 +1,5 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
using System.Threading.Tasks;
namespace Shogi.Domain.ValueObjects;
/// <summary>
@@ -8,18 +9,16 @@ namespace Shogi.Domain.ValueObjects;
/// </summary>
public sealed class ShogiBoard
{
private readonly StandardRules rules;
private static readonly int[] zeroToEight = [0, 1, 2, 3, 4, 5, 6, 7, 8];
private static readonly Vector2 BoardSize = new(9, 9);
public ShogiBoard(BoardState initialState)
{
BoardState = initialState;
rules = new StandardRules(BoardState);
}
public BoardState BoardState { get; }
private static readonly int[] zeroToEight = [0, 1, 2, 3, 4, 5, 6, 7, 8];
/// <summary>
/// Move a piece from a board position to another board position, potentially capturing an opponents piece. Respects all rules of the game.
@@ -164,23 +163,100 @@ public sealed class ShogiBoard
: WhichPlayer.Player1;
}
//if (rules.IsOpponentInCheckAfterMove())
//{
// BoardState.InCheck = otherPlayer;
// // A pawn, placed from the hand, cannot be the cause of checkmate.
// A pawn, placed from the hand, cannot be the cause of checkmate.
// if (rules.IsOpponentInCheckMate() && pieceInHand != WhichPiece.Pawn)
// {
// BoardState.IsCheckmate = true;
// }
//}
return new MoveResult(true);
}
public GameOverResult EvaluateGameOver()
private async Task<GameOverResult> EvaluateGameOver()
{
if (!BoardState.InCheck.HasValue)
{
return GameOverResult.GameIsNotOver;
}
var kingInCheck = BoardState.State
.Single(kvp => kvp.Value?.WhichPiece == WhichPiece.King && kvp.Value?.Owner == BoardState.InCheck);
var kingInCheckVectorPosition = Notation.FromBoardNotation(kingInCheck.Key);
var piecesOfPlayerInCheck = BoardState.State
.Where(kvp => kvp.Value?.Owner == BoardState.InCheck)
.Cast<KeyValuePair<string, Piece>>();
foreach (var (notation, piece) in piecesOfPlayerInCheck)
{
// Get possible locations this piece could move to.
var allPossibleMoves = GetPossiblePositionsForPiece(Notation.FromBoardNotation(notation), piece);
// Try to make a legal move, disproving checkmate.
foreach (var move in allPossibleMoves)
{
var simState = new BoardState(BoardState);
simState.Move(notation, Notation.ToBoardNotation(move), false);
var inCheckResult = IsEitherPlayerInCheck(simState);
if (inCheckResult == InCheckResult.)
}
}
// while (tasks.Any()) var result = Task.WhenAny(tasks); // Then check for GameIsNotOver and maybe return early.
var gameOverResult = BoardState.State
.Where(kvp => kvp.Value != null)
.Cast<KeyValuePair<string, Piece>>()
.Aggregate(GameOverResult.GameIsNotOver, (inCheckResult, kvp) =>
{
var newInCheckResult = inCheckResult;
var threatPiece = kvp.Value;
var opposingKingPosition = Notation.FromBoardNotation(kingInCheck.Single(king => king.Value.Owner != threatPiece.Owner).Key);
var positionsThreatened = threatPiece.GetPathFromStartToEnd(Notation.FromBoardNotation(kvp.Key), opposingKingPosition);
foreach (var position in positionsThreatened)
{
// No piece at this position, so pathing is unobstructed. Continue pathing.
if (simState[position] == null) continue;
var threatenedPiece = simState[position]!;
if (threatenedPiece.WhichPiece == WhichPiece.King && threatenedPiece.Owner != threatPiece.Owner)
{
newInCheckResult |= threatenedPiece.Owner == WhichPlayer.Player1 ? InCheckResult.Player1InCheck : InCheckResult.Player2InCheck;
}
else
{
break;
}
}
return newInCheckResult;
});
return GameOverResult.GameIsNotOver;
Vector2[] GetPossiblePositionsForPiece(Vector2 piecePosition, Piece piece)
{
var paths = piece.MoveSet;
return
paths
.SelectMany(path =>
{
var list = new List<Vector2>(10);
var position = path.Step + piecePosition;
while (position.IsInsideBoardBoundary())
{
list.Add(position);
position += path.Step;
}
return list;
})
// Where tile at position is empty, meaning the piece could move there.
.Where(newPosition => BoardState[newPosition] == null)
.ToArray();
}
}
private static InCheckResult IsEitherPlayerInCheck(BoardState simState)