before deleting Rules
This commit is contained in:
14
Gameboard.ShogiUI.Rules/Gameboard.ShogiUI.Rules.csproj
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14
Gameboard.ShogiUI.Rules/Gameboard.ShogiUI.Rules.csproj
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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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||||
<EnableNETAnalyzers>true</EnableNETAnalyzers>
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||||
<AnalysisLevel>5</AnalysisLevel>
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||||
<Nullable>enable</Nullable>
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||||
</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\PathFinding\PathFinding.csproj" />
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</ItemGroup>
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</Project>
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27
Gameboard.ShogiUI.Rules/Move.cs
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27
Gameboard.ShogiUI.Rules/Move.cs
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using System.Diagnostics;
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using System.Numerics;
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namespace Gameboard.ShogiUI.Rules
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{
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[DebuggerDisplay("{From} - {To}")]
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public class Move
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{
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public WhichPiece? PieceFromHand { get; }
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public Vector2? From { get; }
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public Vector2 To { get; }
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public bool IsPromotion { get; }
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public Move(Vector2 from, Vector2 to, bool isPromotion)
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{
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From = from;
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To = to;
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IsPromotion = isPromotion;
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}
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public Move(WhichPiece pieceFromHand, Vector2 to)
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{
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PieceFromHand = pieceFromHand;
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To = to;
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}
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}
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}
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39
Gameboard.ShogiUI.Rules/Pieces/Bishop.cs
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39
Gameboard.ShogiUI.Rules/Pieces/Bishop.cs
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@@ -0,0 +1,39 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Bishop : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(4)
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{
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new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
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new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
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};
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private static readonly List<PathFinding.Move> PromotedMoves = new(8)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down),
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new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
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new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
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};
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public Bishop(WhichPlayer owner) : base(WhichPiece.Bishop, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, PromotedMoves);
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}
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public override Piece DeepClone()
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{
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var clone = new Bishop(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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30
Gameboard.ShogiUI.Rules/Pieces/GoldGeneral.cs
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30
Gameboard.ShogiUI.Rules/Pieces/GoldGeneral.cs
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@@ -0,0 +1,30 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class GoldenGeneral : Piece
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{
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public static readonly List<PathFinding.Move> Moves = new(6)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down)
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};
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public GoldenGeneral(WhichPlayer owner) : base(WhichPiece.GoldGeneral, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new GoldenGeneral(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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32
Gameboard.ShogiUI.Rules/Pieces/King.cs
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32
Gameboard.ShogiUI.Rules/Pieces/King.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class King : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(8)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.DownLeft),
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new PathFinding.Move(Direction.DownRight)
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};
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public King(WhichPlayer owner) : base(WhichPiece.King, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new King(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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27
Gameboard.ShogiUI.Rules/Pieces/Knight.cs
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27
Gameboard.ShogiUI.Rules/Pieces/Knight.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Knight : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(2)
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{
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new PathFinding.Move(Direction.KnightLeft),
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new PathFinding.Move(Direction.KnightRight)
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};
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public Knight(WhichPlayer owner) : base(WhichPiece.Knight, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new Knight(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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26
Gameboard.ShogiUI.Rules/Pieces/Lance.cs
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26
Gameboard.ShogiUI.Rules/Pieces/Lance.cs
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@@ -0,0 +1,26 @@
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||||
using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Lance : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(1)
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
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};
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public Lance(WhichPlayer owner) : base(WhichPiece.Lance, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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||||
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public override Piece DeepClone()
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{
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var clone = new Lance(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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||||
}
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||||
}
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||||
}
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||||
26
Gameboard.ShogiUI.Rules/Pieces/Pawn.cs
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26
Gameboard.ShogiUI.Rules/Pieces/Pawn.cs
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||||
using PathFinding;
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||||
using System.Collections.Generic;
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||||
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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||||
public class Pawn : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(1)
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{
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new PathFinding.Move(Direction.Up)
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||||
};
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public Pawn(WhichPlayer owner) : base(WhichPiece.Pawn, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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||||
}
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||||
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||||
public override Piece DeepClone()
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{
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var clone = new Pawn(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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||||
}
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||||
}
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||||
}
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||||
47
Gameboard.ShogiUI.Rules/Pieces/Piece.cs
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47
Gameboard.ShogiUI.Rules/Pieces/Piece.cs
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||||
using PathFinding;
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||||
using System.Diagnostics;
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||||
|
||||
namespace Gameboard.ShogiUI.Rules.Pieces
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||||
{
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[DebuggerDisplay("{WhichPiece} {Owner}")]
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public abstract class Piece : IPlanarElement
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{
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protected MoveSet promotedMoveSet;
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protected MoveSet moveSet;
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||||
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public MoveSet MoveSet => IsPromoted ? promotedMoveSet : moveSet;
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public abstract Piece DeepClone();
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public WhichPiece WhichPiece { get; }
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public WhichPlayer Owner { get; private set; }
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public bool IsPromoted { get; private set; }
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public bool IsUpsideDown => Owner == WhichPlayer.Player2;
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public Piece(WhichPiece piece, WhichPlayer owner)
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{
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WhichPiece = piece;
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Owner = owner;
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IsPromoted = false;
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}
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public bool CanPromote => !IsPromoted
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&& WhichPiece != WhichPiece.King
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&& WhichPiece != WhichPiece.GoldGeneral;
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public void ToggleOwnership()
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{
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Owner = Owner == WhichPlayer.Player1
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? WhichPlayer.Player2
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: WhichPlayer.Player1;
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||||
}
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public void Promote() => IsPromoted = CanPromote;
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||||
public void Demote() => IsPromoted = false;
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public void Capture()
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{
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ToggleOwnership();
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Demote();
|
||||
}
|
||||
}
|
||||
}
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||||
39
Gameboard.ShogiUI.Rules/Pieces/Rook.cs
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39
Gameboard.ShogiUI.Rules/Pieces/Rook.cs
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|
||||
using PathFinding;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Rules.Pieces
|
||||
{
|
||||
public class Rook : Piece
|
||||
{
|
||||
private static readonly List<PathFinding.Move> Moves = new(4)
|
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Left, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Right, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Down, Distance.MultiStep)
|
||||
};
|
||||
private static readonly List<PathFinding.Move> PromotedMoves = new(8)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Left, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Right, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Down, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.UpLeft),
|
||||
new PathFinding.Move(Direction.UpRight),
|
||||
new PathFinding.Move(Direction.DownLeft),
|
||||
new PathFinding.Move(Direction.DownRight)
|
||||
};
|
||||
public Rook(WhichPlayer owner) : base(WhichPiece.Rook, owner)
|
||||
{
|
||||
moveSet = new MoveSet(this, Moves);
|
||||
promotedMoveSet = new MoveSet(this, PromotedMoves);
|
||||
}
|
||||
|
||||
public override Piece DeepClone()
|
||||
{
|
||||
var clone = new Rook(Owner);
|
||||
if (IsPromoted) clone.Promote();
|
||||
return clone;
|
||||
}
|
||||
}
|
||||
}
|
||||
29
Gameboard.ShogiUI.Rules/Pieces/SilverGeneral.cs
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29
Gameboard.ShogiUI.Rules/Pieces/SilverGeneral.cs
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@@ -0,0 +1,29 @@
|
||||
using PathFinding;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Rules.Pieces
|
||||
{
|
||||
public class SilverGeneral : Piece
|
||||
{
|
||||
private static readonly List<PathFinding.Move> Moves = new(4)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up),
|
||||
new PathFinding.Move(Direction.UpLeft),
|
||||
new PathFinding.Move(Direction.UpRight),
|
||||
new PathFinding.Move(Direction.DownLeft),
|
||||
new PathFinding.Move(Direction.DownRight)
|
||||
};
|
||||
public SilverGeneral(WhichPlayer owner) : base(WhichPiece.SilverGeneral, owner)
|
||||
{
|
||||
moveSet = new MoveSet(this, Moves);
|
||||
promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
|
||||
}
|
||||
|
||||
public override Piece DeepClone()
|
||||
{
|
||||
var clone = new SilverGeneral(Owner);
|
||||
if (IsPromoted) clone.Promote();
|
||||
return clone;
|
||||
}
|
||||
}
|
||||
}
|
||||
59
Gameboard.ShogiUI.Rules/PlanarCollection.cs
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59
Gameboard.ShogiUI.Rules/PlanarCollection.cs
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@@ -0,0 +1,59 @@
|
||||
using PathFinding;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
public class PlanarCollection<T> : IPlanarCollection<T>, IEnumerable<T> where T : IPlanarElement
|
||||
{
|
||||
public delegate void ForEachDelegate(T element, int x, int y);
|
||||
private readonly T?[] array;
|
||||
private readonly int width;
|
||||
private readonly int height;
|
||||
|
||||
public PlanarCollection(int width, int height)
|
||||
{
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
array = new T[width * height];
|
||||
}
|
||||
|
||||
public T? this[int x, int y]
|
||||
{
|
||||
get => array[y * width + x];
|
||||
set => array[y * width + x] = value;
|
||||
}
|
||||
public T? this[float x, float y]
|
||||
{
|
||||
get => array[(int)y * width + (int)x];
|
||||
set => array[(int)y * width + (int)x] = value;
|
||||
}
|
||||
|
||||
public int GetLength(int dimension) => dimension switch
|
||||
{
|
||||
0 => width,
|
||||
1 => height,
|
||||
_ => throw new IndexOutOfRangeException()
|
||||
};
|
||||
|
||||
public void ForEachNotNull(ForEachDelegate callback)
|
||||
{
|
||||
for (var x = 0; x < width; x++)
|
||||
{
|
||||
for (var y = 0; y < height; y++)
|
||||
{
|
||||
if (this[x, y] != null)
|
||||
callback(this[x, y], x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator<T> GetEnumerator()
|
||||
{
|
||||
foreach (var item in array) yield return item;
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => array.GetEnumerator();
|
||||
}
|
||||
}
|
||||
385
Gameboard.ShogiUI.Rules/ShogiBoard.cs
Normal file
385
Gameboard.ShogiUI.Rules/ShogiBoard.cs
Normal file
@@ -0,0 +1,385 @@
|
||||
using Gameboard.ShogiUI.Rules.Pieces;
|
||||
using PathFinding;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
/// <summary>
|
||||
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
|
||||
/// The board is always from Player1's perspective.
|
||||
/// [0,0] is the lower-left position, [8,8] is the higher-right position
|
||||
/// </summary>
|
||||
public class ShogiBoard
|
||||
{
|
||||
private delegate void MoveSetCallback(Piece piece, Vector2 position);
|
||||
private readonly PathFinder2D<Piece> pathFinder;
|
||||
private ShogiBoard? validationBoard;
|
||||
private Vector2 player1King;
|
||||
private Vector2 player2King;
|
||||
public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
|
||||
public PlanarCollection<Piece> Board { get; } //TODO: Hide this being a getter method
|
||||
public List<Move> MoveHistory { get; }
|
||||
public WhichPlayer WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPlayer.Player1 : WhichPlayer.Player2;
|
||||
public WhichPlayer? InCheck { get; private set; }
|
||||
public bool IsCheckmate { get; private set; }
|
||||
|
||||
public string Error { get; private set; }
|
||||
|
||||
public ShogiBoard()
|
||||
{
|
||||
Board = new PlanarCollection<Piece>(9, 9);
|
||||
MoveHistory = new List<Move>(20);
|
||||
Hands = new Dictionary<WhichPlayer, List<Piece>> {
|
||||
{ WhichPlayer.Player1, new List<Piece>()},
|
||||
{ WhichPlayer.Player2, new List<Piece>()},
|
||||
};
|
||||
pathFinder = new PathFinder2D<Piece>(Board);
|
||||
InitializeBoardState();
|
||||
player1King = new Vector2(4, 8);
|
||||
player2King = new Vector2(4, 0);
|
||||
Error = string.Empty;
|
||||
}
|
||||
|
||||
public ShogiBoard(IList<Move> moves) : this()
|
||||
{
|
||||
for (var i = 0; i < moves.Count; i++)
|
||||
{
|
||||
if (!Move(moves[i]))
|
||||
{
|
||||
// Todo: Add some smarts to know why a move was invalid. In check? Piece not found? etc.
|
||||
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}. {Error}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private ShogiBoard(ShogiBoard toCopy)
|
||||
{
|
||||
Board = new PlanarCollection<Piece>(9, 9);
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = toCopy.Board[x, y];
|
||||
if (piece != null)
|
||||
{
|
||||
Board[x, y] = piece.DeepClone();
|
||||
}
|
||||
}
|
||||
|
||||
pathFinder = new PathFinder2D<Piece>(Board);
|
||||
MoveHistory = new List<Move>(toCopy.MoveHistory);
|
||||
Hands = new Dictionary<WhichPlayer, List<Piece>>
|
||||
{
|
||||
{ WhichPlayer.Player1, new List<Piece>(toCopy.Hands[WhichPlayer.Player1]) },
|
||||
{ WhichPlayer.Player2, new List<Piece>(toCopy.Hands[WhichPlayer.Player2]) }
|
||||
};
|
||||
player1King = toCopy.player1King;
|
||||
player2King = toCopy.player2King;
|
||||
Error = toCopy.Error;
|
||||
}
|
||||
|
||||
public bool Move(Move move)
|
||||
{
|
||||
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||
var moveSuccess = TryMove(move);
|
||||
|
||||
if (!moveSuccess)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Evaluate check
|
||||
if (EvaluateCheckAfterMove(move, otherPlayer))
|
||||
{
|
||||
InCheck = otherPlayer;
|
||||
IsCheckmate = EvaluateCheckmate();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
/// <summary>
|
||||
/// Attempts a given move. Returns false if the move is illegal.
|
||||
/// </summary>
|
||||
private bool TryMove(Move move)
|
||||
{
|
||||
// Try making the move in a "throw away" board.
|
||||
if (validationBoard == null)
|
||||
{
|
||||
validationBoard = new ShogiBoard(this);
|
||||
}
|
||||
|
||||
var isValid = move.PieceFromHand.HasValue
|
||||
? validationBoard.PlaceFromHand(move)
|
||||
: validationBoard.PlaceFromBoard(move);
|
||||
if (!isValid)
|
||||
{
|
||||
// Invalidate the "throw away" board.
|
||||
validationBoard = null;
|
||||
return false;
|
||||
}
|
||||
// If already in check, assert the move that resulted in check no longer results in check.
|
||||
if (InCheck == WhoseTurn)
|
||||
{
|
||||
if (validationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
|
||||
{
|
||||
// Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// The move is valid and legal; update board state.
|
||||
if (move.PieceFromHand.HasValue) PlaceFromHand(move);
|
||||
else PlaceFromBoard(move);
|
||||
return true;
|
||||
}
|
||||
/// <returns>True if the move was successful.</returns>
|
||||
private bool PlaceFromHand(Move move)
|
||||
{
|
||||
if (move.PieceFromHand.HasValue == false) return false; //Invalid move
|
||||
var index = Hands[WhoseTurn].FindIndex(p => p.WhichPiece == move.PieceFromHand);
|
||||
if (index < 0) return false; // Invalid move
|
||||
if (Board[move.To.X, move.To.Y] != null) return false; // Invalid move; cannot capture while playing from the hand.
|
||||
|
||||
var minimumY = 0;
|
||||
switch (move.PieceFromHand.Value)
|
||||
{
|
||||
case WhichPiece.Knight:
|
||||
// Knight cannot be placed onto the farthest two ranks from the hand.
|
||||
minimumY = WhoseTurn == WhichPlayer.Player1 ? 6 : 2;
|
||||
break;
|
||||
case WhichPiece.Lance:
|
||||
case WhichPiece.Pawn:
|
||||
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
|
||||
minimumY = WhoseTurn == WhichPlayer.Player1 ? 7 : 1;
|
||||
break;
|
||||
}
|
||||
if (WhoseTurn == WhichPlayer.Player1 && move.To.Y < minimumY) return false;
|
||||
if (WhoseTurn == WhichPlayer.Player2 && move.To.Y > minimumY) return false;
|
||||
|
||||
// Mutate the board.
|
||||
Board[move.To.X, move.To.Y] = Hands[WhoseTurn][index];
|
||||
Hands[WhoseTurn].RemoveAt(index);
|
||||
|
||||
return true;
|
||||
}
|
||||
/// <returns>True if the move was successful.</returns>
|
||||
private bool PlaceFromBoard(Move move)
|
||||
{
|
||||
var fromPiece = Board[move.From.Value.X, move.From.Value.Y];
|
||||
if (fromPiece == null)
|
||||
{
|
||||
Error = $"No piece exists at {nameof(move)}.{nameof(move.From)}.";
|
||||
return false; // Invalid move
|
||||
}
|
||||
if (fromPiece.Owner != WhoseTurn)
|
||||
{
|
||||
Error = "Not allowed to move the opponents piece";
|
||||
return false; // Invalid move; cannot move other players pieces.
|
||||
}
|
||||
if (IsPathable(move.From.Value, move.To) == false)
|
||||
{
|
||||
Error = $"Illegal move for {fromPiece.WhichPiece}. {nameof(move)}.{nameof(move.To)} is not part of the move-set.";
|
||||
return false; // Invalid move; move not part of move-set.
|
||||
}
|
||||
|
||||
var captured = Board[move.To.X, move.To.Y];
|
||||
if (captured != null)
|
||||
{
|
||||
if (captured.Owner == WhoseTurn) return false; // Invalid move; cannot capture your own piece.
|
||||
captured.Capture();
|
||||
Hands[captured.Owner].Add(captured);
|
||||
}
|
||||
|
||||
//Mutate the board.
|
||||
if (move.IsPromotion)
|
||||
{
|
||||
if (WhoseTurn == WhichPlayer.Player1 && (move.To.Y < 3 || move.From.Value.Y < 3))
|
||||
{
|
||||
fromPiece.Promote();
|
||||
}
|
||||
else if (WhoseTurn == WhichPlayer.Player2 && (move.To.Y > 5 || move.From.Value.Y > 5))
|
||||
{
|
||||
fromPiece.Promote();
|
||||
}
|
||||
}
|
||||
Board[move.To.X, move.To.Y] = fromPiece;
|
||||
Board[move.From.Value.X, move.From.Value.Y] = null;
|
||||
if (fromPiece.WhichPiece == WhichPiece.King)
|
||||
{
|
||||
if (fromPiece.Owner == WhichPlayer.Player1)
|
||||
{
|
||||
player1King.X = move.To.X;
|
||||
player1King.Y = move.To.Y;
|
||||
}
|
||||
else if (fromPiece.Owner == WhichPlayer.Player2)
|
||||
{
|
||||
player2King.X = move.To.X;
|
||||
player2King.Y = move.To.Y;
|
||||
}
|
||||
}
|
||||
MoveHistory.Add(move);
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsPathable(Vector2 from, Vector2 to)
|
||||
{
|
||||
var piece = Board[from.X, from.Y];
|
||||
if (piece == null) return false;
|
||||
|
||||
var isObstructed = false;
|
||||
var isPathable = pathFinder.PathTo(from, to, (other, position) =>
|
||||
{
|
||||
if (other.Owner == piece.Owner) isObstructed = true;
|
||||
});
|
||||
return !isObstructed && isPathable;
|
||||
}
|
||||
|
||||
#region Rules Validation
|
||||
private bool EvaluateCheckAfterMove(Move move, WhichPlayer whichPlayer)
|
||||
{
|
||||
var isCheck = false;
|
||||
var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
|
||||
|
||||
// Check if the move put the king in check.
|
||||
if (pathFinder.PathTo(move.To, kingPosition)) return true;
|
||||
|
||||
// Get line equation from king through the now-unoccupied location.
|
||||
var direction = Vector2.Subtract(kingPosition, move.From.Value);
|
||||
var slope = Math.Abs(direction.Y / direction.X);
|
||||
// If absolute slope is 45°, look for a bishop along the line.
|
||||
// If absolute slope is 0° or 90°, look for a rook along the line.
|
||||
// if absolute slope is 0°, look for lance along the line.
|
||||
if (float.IsInfinity(slope))
|
||||
{
|
||||
// if slope of the move is also infinity...can skip this?
|
||||
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
|
||||
{
|
||||
if (piece.Owner != whichPlayer)
|
||||
{
|
||||
switch (piece.WhichPiece)
|
||||
{
|
||||
case WhichPiece.Rook:
|
||||
isCheck = true;
|
||||
break;
|
||||
case WhichPiece.Lance:
|
||||
if (!piece.IsPromoted) isCheck = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
else if (slope == 1)
|
||||
{
|
||||
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
|
||||
{
|
||||
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Bishop)
|
||||
{
|
||||
isCheck = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
else if (slope == 0)
|
||||
{
|
||||
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
|
||||
{
|
||||
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Rook)
|
||||
{
|
||||
isCheck = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return isCheck;
|
||||
}
|
||||
private bool EvaluateCheckmate()
|
||||
{
|
||||
if (!InCheck.HasValue) return false;
|
||||
|
||||
// Assume true and try to disprove.
|
||||
var isCheckmate = true;
|
||||
Board.ForEachNotNull((piece, x, y) => // For each piece...
|
||||
{
|
||||
// Short circuit
|
||||
if (!isCheckmate) return;
|
||||
|
||||
var from = new Vector2(x, y);
|
||||
if (piece.Owner == InCheck) // ...owned by the player in check...
|
||||
{
|
||||
// ...evaluate if any move gets the player out of check.
|
||||
pathFinder.PathEvery(from, (other, position) =>
|
||||
{
|
||||
if (validationBoard == null) validationBoard = new ShogiBoard(this);
|
||||
var moveToTry = new Move(from, position, false);
|
||||
var moveSuccess = validationBoard.TryMove(moveToTry);
|
||||
if (moveSuccess)
|
||||
{
|
||||
validationBoard = null;
|
||||
if (!EvaluateCheckAfterMove(moveToTry, InCheck.Value))
|
||||
{
|
||||
isCheckmate = false;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
return isCheckmate;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Initialize
|
||||
private void ResetEmptyRows()
|
||||
{
|
||||
for (int y = 3; y < 6; y++)
|
||||
for (int x = 0; x < 9; x++)
|
||||
Board[x, y] = null;
|
||||
}
|
||||
private void ResetFrontRow(WhichPlayer player)
|
||||
{
|
||||
int y = player == WhichPlayer.Player1 ? 6 : 2;
|
||||
for (int x = 0; x < 9; x++) Board[x, y] = new Pawn(player);
|
||||
}
|
||||
private void ResetMiddleRow(WhichPlayer player)
|
||||
{
|
||||
int y = player == WhichPlayer.Player1 ? 7 : 1;
|
||||
|
||||
Board[0, y] = null;
|
||||
for (int x = 2; x < 7; x++) Board[x, y] = null;
|
||||
Board[8, y] = null;
|
||||
if (player == WhichPlayer.Player1)
|
||||
{
|
||||
Board[1, y] = new Bishop(player);
|
||||
Board[7, y] = new Rook(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
Board[1, y] = new Rook(player);
|
||||
Board[7, y] = new Bishop(player);
|
||||
}
|
||||
}
|
||||
private void ResetRearRow(WhichPlayer player)
|
||||
{
|
||||
int y = player == WhichPlayer.Player1 ? 8 : 0;
|
||||
|
||||
Board[0, y] = new Lance(player);
|
||||
Board[1, y] = new Knight(player);
|
||||
Board[2, y] = new SilverGeneral(player);
|
||||
Board[3, y] = new GoldenGeneral(player);
|
||||
Board[4, y] = new King(player);
|
||||
Board[5, y] = new GoldenGeneral(player);
|
||||
Board[6, y] = new SilverGeneral(player);
|
||||
Board[7, y] = new Knight(player);
|
||||
Board[8, y] = new Lance(player);
|
||||
}
|
||||
private void InitializeBoardState()
|
||||
{
|
||||
ResetRearRow(WhichPlayer.Player2);
|
||||
ResetMiddleRow(WhichPlayer.Player2);
|
||||
ResetFrontRow(WhichPlayer.Player2);
|
||||
ResetEmptyRows();
|
||||
ResetFrontRow(WhichPlayer.Player1);
|
||||
ResetMiddleRow(WhichPlayer.Player1);
|
||||
ResetRearRow(WhichPlayer.Player1);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
14
Gameboard.ShogiUI.Rules/WhichPiece.cs
Normal file
14
Gameboard.ShogiUI.Rules/WhichPiece.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
public enum WhichPiece
|
||||
{
|
||||
King,
|
||||
GoldGeneral,
|
||||
SilverGeneral,
|
||||
Bishop,
|
||||
Rook,
|
||||
Knight,
|
||||
Lance,
|
||||
Pawn
|
||||
}
|
||||
}
|
||||
8
Gameboard.ShogiUI.Rules/WhichPlayer.cs
Normal file
8
Gameboard.ShogiUI.Rules/WhichPlayer.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
public enum WhichPlayer
|
||||
{
|
||||
Player1,
|
||||
Player2
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user