Organize domain project.
This commit is contained in:
@@ -1,33 +1,32 @@
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using Shogi.Contracts.Types;
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using System.Collections.ObjectModel;
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using System.Linq;
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namespace Shogi.Api.Extensions;
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public static class ContractsExtensions
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{
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public static WhichPlayer ToContract(this Domain.WhichPlayer player)
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public static WhichPlayer ToContract(this Domain.ValueObjects.WhichPlayer player)
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{
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return player switch
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{
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Domain.WhichPlayer.Player1 => WhichPlayer.Player1,
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Domain.WhichPlayer.Player2 => WhichPlayer.Player2,
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Domain.ValueObjects.WhichPlayer.Player1 => WhichPlayer.Player1,
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Domain.ValueObjects.WhichPlayer.Player2 => WhichPlayer.Player2,
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_ => throw new NotImplementedException(),
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};
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}
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public static WhichPiece ToContract(this Domain.WhichPiece piece)
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public static WhichPiece ToContract(this Domain.ValueObjects.WhichPiece piece)
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{
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return piece switch
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{
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Domain.WhichPiece.King => WhichPiece.King,
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Domain.WhichPiece.GoldGeneral => WhichPiece.GoldGeneral,
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Domain.WhichPiece.SilverGeneral => WhichPiece.SilverGeneral,
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Domain.WhichPiece.Bishop => WhichPiece.Bishop,
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Domain.WhichPiece.Rook => WhichPiece.Rook,
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Domain.WhichPiece.Knight => WhichPiece.Knight,
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Domain.WhichPiece.Lance => WhichPiece.Lance,
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Domain.WhichPiece.Pawn => WhichPiece.Pawn,
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Domain.ValueObjects.WhichPiece.King => WhichPiece.King,
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Domain.ValueObjects.WhichPiece.GoldGeneral => WhichPiece.GoldGeneral,
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Domain.ValueObjects.WhichPiece.SilverGeneral => WhichPiece.SilverGeneral,
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Domain.ValueObjects.WhichPiece.Bishop => WhichPiece.Bishop,
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Domain.ValueObjects.WhichPiece.Rook => WhichPiece.Rook,
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Domain.ValueObjects.WhichPiece.Knight => WhichPiece.Knight,
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Domain.ValueObjects.WhichPiece.Lance => WhichPiece.Lance,
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Domain.ValueObjects.WhichPiece.Pawn => WhichPiece.Pawn,
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_ => throw new NotImplementedException(),
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};
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}
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@@ -50,19 +49,19 @@ public static class ContractsExtensions
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public static Dictionary<string, Piece?> ToContract(this ReadOnlyDictionary<string, Domain.ValueObjects.Piece?> boardState) =>
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boardState.ToDictionary(kvp => kvp.Key, kvp => kvp.Value?.ToContract());
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public static Domain.WhichPiece? ToDomain(this WhichPiece? piece) => piece.HasValue ? piece.Value.ToDomain() : null;
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public static Domain.WhichPiece ToDomain(this WhichPiece piece)
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public static Domain.ValueObjects.WhichPiece? ToDomain(this WhichPiece? piece) => piece.HasValue ? piece.Value.ToDomain() : null;
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public static Domain.ValueObjects.WhichPiece ToDomain(this WhichPiece piece)
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{
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return piece switch
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{
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WhichPiece.King => Domain.WhichPiece.King,
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WhichPiece.GoldGeneral => Domain.WhichPiece.GoldGeneral,
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WhichPiece.SilverGeneral => Domain.WhichPiece.SilverGeneral,
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WhichPiece.Bishop => Domain.WhichPiece.Bishop,
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WhichPiece.Rook => Domain.WhichPiece.Rook,
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WhichPiece.Knight => Domain.WhichPiece.Knight,
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WhichPiece.Lance => Domain.WhichPiece.Lance,
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WhichPiece.Pawn => Domain.WhichPiece.Pawn,
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WhichPiece.King => Domain.ValueObjects.WhichPiece.King,
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WhichPiece.GoldGeneral => Domain.ValueObjects.WhichPiece.GoldGeneral,
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WhichPiece.SilverGeneral => Domain.ValueObjects.WhichPiece.SilverGeneral,
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WhichPiece.Bishop => Domain.ValueObjects.WhichPiece.Bishop,
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WhichPiece.Rook => Domain.ValueObjects.WhichPiece.Rook,
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WhichPiece.Knight => Domain.ValueObjects.WhichPiece.Knight,
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WhichPiece.Lance => Domain.ValueObjects.WhichPiece.Lance,
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WhichPiece.Pawn => Domain.ValueObjects.WhichPiece.Pawn,
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_ => throw new NotImplementedException(),
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};
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}
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@@ -1,11 +1,11 @@
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using Shogi.Contracts.Types;
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using DomainWhichPiece = Shogi.Domain.WhichPiece;
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using DomainWhichPlayer = Shogi.Domain.WhichPlayer;
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using DomainWhichPiece = Shogi.Domain.ValueObjects.WhichPiece;
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using DomainWhichPlayer = Shogi.Domain.ValueObjects.WhichPlayer;
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using Piece = Shogi.Contracts.Types.Piece;
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namespace Shogi.Api.Managers
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{
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public class ModelMapper : IModelMapper
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public class ModelMapper : IModelMapper
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{
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public WhichPlayer Map(DomainWhichPlayer whichPlayer)
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{
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@@ -1,4 +1,4 @@
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using Shogi.Domain;
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using Shogi.Domain.ValueObjects;
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namespace Shogi.Api.Repositories.Dto;
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@@ -1,252 +0,0 @@
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using Shogi.Domain.ValueObjects;
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using System.Collections.ObjectModel;
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using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
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namespace Shogi.Domain;
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public class BoardState
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{
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/// <summary>
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/// Board state before any moves have been made, using standard setup and rules.
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/// </summary>
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public static BoardState StandardStarting => new(
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state: BuildStandardStartingBoardState(),
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player1Hand: new(),
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player2Hand: new(),
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whoseTurn: WhichPlayer.Player1,
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playerInCheck: null,
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previousMove: new Move());
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public BoardState(
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Dictionary<string, Piece?> state,
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List<Piece> player1Hand,
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List<Piece> player2Hand,
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WhichPlayer whoseTurn,
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WhichPlayer? playerInCheck,
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Move previousMove)
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{
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board = state;
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Player1Hand = player1Hand;
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Player2Hand = player2Hand;
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PreviousMove = previousMove;
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WhoseTurn = whoseTurn;
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InCheck = playerInCheck;
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}
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public BoardState(BoardState other)
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{
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board = new(81);
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foreach (var kvp in other.board)
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{
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var piece = kvp.Value;
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board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMove = other.PreviousMove;
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Player1Hand = new(other.Player1Hand);
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Player2Hand = new(other.Player2Hand);
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}
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public ReadOnlyDictionary<string, Piece?> State => new(board);
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Move PreviousMove { get; set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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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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public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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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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}
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internal static bool IsWithinBoardBoundary(Vector2 position)
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{
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return position.X <= 8 && position.X >= 0
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&& position.Y <= 8 && position.Y >= 0;
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}
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internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
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.Where(kvp => kvp.Value?.Owner == whichPlayer)
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.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
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.ToList();
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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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piece.Capture(WhoseTurn);
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ActivePlayerHand.Add(piece);
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}
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/// <summary>
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/// Does not include the start position.
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/// </summary>
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internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
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{
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var next = start;
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while (IsWithinBoardBoundary(next + direction))
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{
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next += direction;
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yield return next;
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}
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}
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internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
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{
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foreach (var step in path)
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{
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if (this[step] != null) return this[step];
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}
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return null;
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}
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private static Dictionary<string, Piece?> BuildStandardStartingBoardState()
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{
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return new Dictionary<string, Piece?>(81)
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{
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["A1"] = new Lance(WhichPlayer.Player1),
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["B1"] = new Knight(WhichPlayer.Player1),
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["C1"] = new SilverGeneral(WhichPlayer.Player1),
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["D1"] = new GoldGeneral(WhichPlayer.Player1),
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["E1"] = new King(WhichPlayer.Player1),
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["F1"] = new GoldGeneral(WhichPlayer.Player1),
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["G1"] = new SilverGeneral(WhichPlayer.Player1),
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["H1"] = new Knight(WhichPlayer.Player1),
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["I1"] = new Lance(WhichPlayer.Player1),
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["A2"] = null,
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["B2"] = new Bishop(WhichPlayer.Player1),
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["C2"] = null,
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["D2"] = null,
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["E2"] = null,
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["F2"] = null,
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["G2"] = null,
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["H2"] = new Rook(WhichPlayer.Player1),
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["I2"] = null,
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["A3"] = new Pawn(WhichPlayer.Player1),
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["B3"] = new Pawn(WhichPlayer.Player1),
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["C3"] = new Pawn(WhichPlayer.Player1),
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["D3"] = new Pawn(WhichPlayer.Player1),
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["E3"] = new Pawn(WhichPlayer.Player1),
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["F3"] = new Pawn(WhichPlayer.Player1),
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["G3"] = new Pawn(WhichPlayer.Player1),
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["H3"] = new Pawn(WhichPlayer.Player1),
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["I3"] = new Pawn(WhichPlayer.Player1),
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["A4"] = null,
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["B4"] = null,
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["C4"] = null,
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["D4"] = null,
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["E4"] = null,
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["F4"] = null,
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["G4"] = null,
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["H4"] = null,
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["I4"] = null,
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["A5"] = null,
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["B5"] = null,
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["C5"] = null,
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["D5"] = null,
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["E5"] = null,
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["F5"] = null,
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["G5"] = null,
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["H5"] = null,
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["I5"] = null,
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["A6"] = null,
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["B6"] = null,
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["C6"] = null,
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["D6"] = null,
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["E6"] = null,
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["F6"] = null,
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["G6"] = null,
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["H6"] = null,
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["I6"] = null,
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["A7"] = new Pawn(WhichPlayer.Player2),
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["B7"] = new Pawn(WhichPlayer.Player2),
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["C7"] = new Pawn(WhichPlayer.Player2),
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["D7"] = new Pawn(WhichPlayer.Player2),
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["E7"] = new Pawn(WhichPlayer.Player2),
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["F7"] = new Pawn(WhichPlayer.Player2),
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["G7"] = new Pawn(WhichPlayer.Player2),
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["H7"] = new Pawn(WhichPlayer.Player2),
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["I7"] = new Pawn(WhichPlayer.Player2),
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["A8"] = null,
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["B8"] = new Rook(WhichPlayer.Player2),
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["C8"] = null,
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["D8"] = null,
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["E8"] = null,
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["F8"] = null,
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["G8"] = null,
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["H8"] = new Bishop(WhichPlayer.Player2),
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["I8"] = null,
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["A9"] = new Lance(WhichPlayer.Player2),
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["B9"] = new Knight(WhichPlayer.Player2),
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["C9"] = new SilverGeneral(WhichPlayer.Player2),
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["D9"] = new GoldGeneral(WhichPlayer.Player2),
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["E9"] = new King(WhichPlayer.Player2),
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["F9"] = new GoldGeneral(WhichPlayer.Player2),
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["G9"] = new SilverGeneral(WhichPlayer.Player2),
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["H9"] = new Knight(WhichPlayer.Player2),
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["I9"] = new Lance(WhichPlayer.Player2)
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};
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}
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}
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@@ -1,19 +0,0 @@
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using Shogi.Domain.ValueObjects;
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namespace Shogi.Domain
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{
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internal static class DomainExtensions
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{
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public static bool IsKing(this Piece self) => self.WhichPiece == WhichPiece.King;
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public static bool IsBetween(this float self, float min, float max)
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{
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return self >= min && self <= max;
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}
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public static bool IsInsideBoardBoundary(this Vector2 self)
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{
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return self.X.IsBetween(0, 8) && self.Y.IsBetween(0, 8);
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}
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}
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}
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@@ -1,14 +0,0 @@
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namespace Shogi.Domain
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{
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public class MoveResult
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{
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public bool Success { get; }
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public string Reason { get; }
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public MoveResult(bool isSuccess, string reason = "")
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{
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Success = isSuccess;
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Reason = reason;
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}
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}
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}
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@@ -1,33 +0,0 @@
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using System.Text.RegularExpressions;
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namespace Shogi.Domain
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{
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public static class Notation
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{
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private static readonly string BoardNotationRegex = @"(?<file>[A-I])(?<rank>[1-9])";
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private static readonly char A = 'A';
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public static string ToBoardNotation(Vector2 vector)
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{
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return ToBoardNotation((int)vector.X, (int)vector.Y);
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}
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public static string ToBoardNotation(int x, int y)
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{
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var file = (char)(x + A);
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var rank = y + 1;
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return $"{file}{rank}";
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}
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public static Vector2 FromBoardNotation(string notation)
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{
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if (Regex.IsMatch(notation, BoardNotationRegex))
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{
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var match = Regex.Match(notation, BoardNotationRegex, RegexOptions.IgnoreCase);
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char file = match.Groups["file"].Value[0];
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int rank = int.Parse(match.Groups["rank"].Value);
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return new Vector2(file - A, rank - 1);
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}
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throw new ArgumentException($"Board notation not recognized. Notation given: {notation}");
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}
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}
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}
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@@ -1,22 +0,0 @@
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using System.Numerics;
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namespace Shogi.Domain.Pathing
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{
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/// <summary>
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/// Directions are relative to the perspective of Player 1.
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/// Up points towards player 1. Down points towards player 2.
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/// </summary>
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public static class Direction
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{
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public static readonly Vector2 Up = new(0, 1);
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public static readonly Vector2 Down = new(0, -1);
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public static readonly Vector2 Left = new(-1, 0);
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public static readonly Vector2 Right = new(1, 0);
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public static readonly Vector2 UpLeft = new(-1, 1);
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public static readonly Vector2 UpRight = new(1, 1);
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public static readonly Vector2 DownLeft = new(-1, -1);
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public static readonly Vector2 DownRight = new(1, -1);
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public static readonly Vector2 KnightLeft = new(-1, 2);
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public static readonly Vector2 KnightRight = new(1, 2);
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}
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}
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@@ -1,8 +0,0 @@
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namespace Shogi.Domain.Pathing
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{
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public enum Distance
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{
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OneStep,
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||||
MultiStep
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||||
}
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}
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@@ -1,41 +0,0 @@
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using System.Diagnostics;
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namespace Shogi.Domain.Pathing
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||||
{
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[DebuggerDisplay("{Direction} - {Distance}")]
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||||
public class Path
|
||||
{
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||||
public Vector2 Direction { get; }
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||||
public Distance Distance { get; }
|
||||
public Path(Vector2 direction, Distance distance = Distance.OneStep)
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||||
{
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||||
Direction = direction;
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||||
Distance = distance;
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||||
}
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||||
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||||
public Path Invert() => new(Vector2.Negate(Direction), Distance);
|
||||
}
|
||||
|
||||
public static class PathExtensions
|
||||
{
|
||||
public static Path GetNearestPath(this IEnumerable<Path> paths, Vector2 start, Vector2 end)
|
||||
{
|
||||
if (!paths.DefaultIfEmpty().Any())
|
||||
{
|
||||
throw new ArgumentException("No paths to get nearest path from.");
|
||||
}
|
||||
|
||||
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);
|
||||
if (distance < shortestDistance)
|
||||
{
|
||||
shortestPath = path;
|
||||
}
|
||||
}
|
||||
return shortestPath;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
252
Shogi.Domain/ValueObjects/BoardState.cs
Normal file
252
Shogi.Domain/ValueObjects/BoardState.cs
Normal file
@@ -0,0 +1,252 @@
|
||||
using System.Collections.ObjectModel;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
|
||||
public class BoardState
|
||||
{
|
||||
/// <summary>
|
||||
/// Board state before any moves have been made, using standard setup and rules.
|
||||
/// </summary>
|
||||
public static BoardState StandardStarting => new(
|
||||
state: BuildStandardStartingBoardState(),
|
||||
player1Hand: new(),
|
||||
player2Hand: new(),
|
||||
whoseTurn: WhichPlayer.Player1,
|
||||
playerInCheck: null,
|
||||
previousMove: new Move());
|
||||
|
||||
/// <summary>
|
||||
/// Key is position notation, such as "E4".
|
||||
/// </summary>
|
||||
private readonly Dictionary<string, Piece?> board;
|
||||
|
||||
public BoardState(
|
||||
Dictionary<string, Piece?> state,
|
||||
List<Piece> player1Hand,
|
||||
List<Piece> player2Hand,
|
||||
WhichPlayer whoseTurn,
|
||||
WhichPlayer? playerInCheck,
|
||||
Move previousMove)
|
||||
{
|
||||
board = state;
|
||||
Player1Hand = player1Hand;
|
||||
Player2Hand = player2Hand;
|
||||
PreviousMove = previousMove;
|
||||
WhoseTurn = whoseTurn;
|
||||
InCheck = playerInCheck;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copy constructor.
|
||||
/// </summary>
|
||||
public BoardState(BoardState other)
|
||||
{
|
||||
board = new(81);
|
||||
foreach (var kvp in other.board)
|
||||
{
|
||||
var piece = kvp.Value;
|
||||
board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
|
||||
}
|
||||
WhoseTurn = other.WhoseTurn;
|
||||
InCheck = other.InCheck;
|
||||
IsCheckmate = other.IsCheckmate;
|
||||
PreviousMove = other.PreviousMove;
|
||||
Player1Hand = new(other.Player1Hand);
|
||||
Player2Hand = new(other.Player2Hand);
|
||||
}
|
||||
|
||||
public ReadOnlyDictionary<string, Piece?> State => new(board);
|
||||
public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
|
||||
public Vector2 Player1KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
|
||||
{
|
||||
var piece = kvp.Value;
|
||||
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
|
||||
}).Key);
|
||||
public Vector2 Player2KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
|
||||
{
|
||||
var piece = kvp.Value;
|
||||
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
|
||||
}).Key);
|
||||
public List<Piece> Player1Hand { get; }
|
||||
public List<Piece> Player2Hand { get; }
|
||||
public Move PreviousMove { get; set; }
|
||||
public WhichPlayer WhoseTurn { get; set; }
|
||||
public WhichPlayer? InCheck { get; set; }
|
||||
public bool IsCheckmate { get; set; }
|
||||
|
||||
public Piece? this[string notation]
|
||||
{
|
||||
// TODO: Validate "notation" here and throw an exception if invalid.
|
||||
get => board[notation];
|
||||
set => board[notation] = value;
|
||||
}
|
||||
|
||||
public Piece? this[Vector2 vector]
|
||||
{
|
||||
get => this[Notation.ToBoardNotation(vector)];
|
||||
set => this[Notation.ToBoardNotation(vector)] = value;
|
||||
}
|
||||
|
||||
public Piece? this[int x, int y]
|
||||
{
|
||||
get => this[Notation.ToBoardNotation(x, y)];
|
||||
set => this[Notation.ToBoardNotation(x, y)] = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the given path can be traversed without colliding into a piece.
|
||||
/// </summary>
|
||||
public bool IsPathBlocked(IEnumerable<Vector2> path)
|
||||
{
|
||||
return !path.Any()
|
||||
|| path.SkipLast(1).Any(position => this[position] != null)
|
||||
|| this[path.Last()]?.Owner == WhoseTurn;
|
||||
}
|
||||
|
||||
internal bool IsWithinPromotionZone(Vector2 position)
|
||||
{
|
||||
// TODO: Move this promotion zone logic into the StandardRules class.
|
||||
return WhoseTurn == WhichPlayer.Player1 && position.Y > 5
|
||||
|| WhoseTurn == WhichPlayer.Player2 && position.Y < 3;
|
||||
}
|
||||
|
||||
internal static bool IsWithinBoardBoundary(Vector2 position)
|
||||
{
|
||||
return position.X <= 8 && position.X >= 0
|
||||
&& position.Y <= 8 && position.Y >= 0;
|
||||
}
|
||||
|
||||
internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
|
||||
.Where(kvp => kvp.Value?.Owner == whichPlayer)
|
||||
.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
|
||||
.ToList();
|
||||
|
||||
internal void Capture(Vector2 to)
|
||||
{
|
||||
var piece = this[to];
|
||||
if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
|
||||
|
||||
piece.Capture(WhoseTurn);
|
||||
ActivePlayerHand.Add(piece);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Does not include the start position.
|
||||
/// </summary>
|
||||
internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
|
||||
{
|
||||
var next = start;
|
||||
while (IsWithinBoardBoundary(next + direction))
|
||||
{
|
||||
next += direction;
|
||||
yield return next;
|
||||
}
|
||||
}
|
||||
|
||||
internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
|
||||
{
|
||||
foreach (var step in path)
|
||||
{
|
||||
if (this[step] != null) return this[step];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private static Dictionary<string, Piece?> BuildStandardStartingBoardState()
|
||||
{
|
||||
return new Dictionary<string, Piece?>(81)
|
||||
{
|
||||
["A1"] = new Lance(WhichPlayer.Player1),
|
||||
["B1"] = new Knight(WhichPlayer.Player1),
|
||||
["C1"] = new SilverGeneral(WhichPlayer.Player1),
|
||||
["D1"] = new GoldGeneral(WhichPlayer.Player1),
|
||||
["E1"] = new King(WhichPlayer.Player1),
|
||||
["F1"] = new GoldGeneral(WhichPlayer.Player1),
|
||||
["G1"] = new SilverGeneral(WhichPlayer.Player1),
|
||||
["H1"] = new Knight(WhichPlayer.Player1),
|
||||
["I1"] = new Lance(WhichPlayer.Player1),
|
||||
|
||||
["A2"] = null,
|
||||
["B2"] = new Bishop(WhichPlayer.Player1),
|
||||
["C2"] = null,
|
||||
["D2"] = null,
|
||||
["E2"] = null,
|
||||
["F2"] = null,
|
||||
["G2"] = null,
|
||||
["H2"] = new Rook(WhichPlayer.Player1),
|
||||
["I2"] = null,
|
||||
|
||||
["A3"] = new Pawn(WhichPlayer.Player1),
|
||||
["B3"] = new Pawn(WhichPlayer.Player1),
|
||||
["C3"] = new Pawn(WhichPlayer.Player1),
|
||||
["D3"] = new Pawn(WhichPlayer.Player1),
|
||||
["E3"] = new Pawn(WhichPlayer.Player1),
|
||||
["F3"] = new Pawn(WhichPlayer.Player1),
|
||||
["G3"] = new Pawn(WhichPlayer.Player1),
|
||||
["H3"] = new Pawn(WhichPlayer.Player1),
|
||||
["I3"] = new Pawn(WhichPlayer.Player1),
|
||||
|
||||
["A4"] = null,
|
||||
["B4"] = null,
|
||||
["C4"] = null,
|
||||
["D4"] = null,
|
||||
["E4"] = null,
|
||||
["F4"] = null,
|
||||
["G4"] = null,
|
||||
["H4"] = null,
|
||||
["I4"] = null,
|
||||
|
||||
["A5"] = null,
|
||||
["B5"] = null,
|
||||
["C5"] = null,
|
||||
["D5"] = null,
|
||||
["E5"] = null,
|
||||
["F5"] = null,
|
||||
["G5"] = null,
|
||||
["H5"] = null,
|
||||
["I5"] = null,
|
||||
|
||||
["A6"] = null,
|
||||
["B6"] = null,
|
||||
["C6"] = null,
|
||||
["D6"] = null,
|
||||
["E6"] = null,
|
||||
["F6"] = null,
|
||||
["G6"] = null,
|
||||
["H6"] = null,
|
||||
["I6"] = null,
|
||||
|
||||
["A7"] = new Pawn(WhichPlayer.Player2),
|
||||
["B7"] = new Pawn(WhichPlayer.Player2),
|
||||
["C7"] = new Pawn(WhichPlayer.Player2),
|
||||
["D7"] = new Pawn(WhichPlayer.Player2),
|
||||
["E7"] = new Pawn(WhichPlayer.Player2),
|
||||
["F7"] = new Pawn(WhichPlayer.Player2),
|
||||
["G7"] = new Pawn(WhichPlayer.Player2),
|
||||
["H7"] = new Pawn(WhichPlayer.Player2),
|
||||
["I7"] = new Pawn(WhichPlayer.Player2),
|
||||
|
||||
["A8"] = null,
|
||||
["B8"] = new Rook(WhichPlayer.Player2),
|
||||
["C8"] = null,
|
||||
["D8"] = null,
|
||||
["E8"] = null,
|
||||
["F8"] = null,
|
||||
["G8"] = null,
|
||||
["H8"] = new Bishop(WhichPlayer.Player2),
|
||||
["I8"] = null,
|
||||
|
||||
["A9"] = new Lance(WhichPlayer.Player2),
|
||||
["B9"] = new Knight(WhichPlayer.Player2),
|
||||
["C9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["D9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["E9"] = new King(WhichPlayer.Player2),
|
||||
["F9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["G9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["H9"] = new Knight(WhichPlayer.Player2),
|
||||
["I9"] = new Lance(WhichPlayer.Player2)
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
14
Shogi.Domain/ValueObjects/MoveResult.cs
Normal file
14
Shogi.Domain/ValueObjects/MoveResult.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
public class MoveResult
|
||||
{
|
||||
public bool Success { get; }
|
||||
public string Reason { get; }
|
||||
|
||||
public MoveResult(bool isSuccess, string reason = "")
|
||||
{
|
||||
Success = isSuccess;
|
||||
Reason = reason;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Text;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Shogi.Domain.ValueObjects;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
|
||||
|
||||
namespace Shogi.Domain
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal class StandardRules
|
||||
{
|
||||
@@ -84,8 +84,8 @@ namespace Shogi.Domain
|
||||
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))
|
||||
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.");
|
||||
}
|
||||
@@ -95,8 +95,8 @@ namespace Shogi.Domain
|
||||
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))
|
||||
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.");
|
||||
}
|
||||
@@ -222,7 +222,7 @@ namespace Shogi.Domain
|
||||
* If no ability to block the check, maybe the king can evade check by moving.
|
||||
*/
|
||||
|
||||
foreach (var maybeSafePosition in GetPossiblePositionsForKing(this.boardState.WhoseTurn))
|
||||
foreach (var maybeSafePosition in GetPossiblePositionsForKing(boardState.WhoseTurn))
|
||||
{
|
||||
threats = tilesOccupiedByOpponent
|
||||
.Where(tile => PieceHasLineOfSight(tile, maybeSafePosition))
|
||||
14
Shogi.Domain/ValueObjects/WhichPiece.cs
Normal file
14
Shogi.Domain/ValueObjects/WhichPiece.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
public enum WhichPiece
|
||||
{
|
||||
King,
|
||||
GoldGeneral,
|
||||
SilverGeneral,
|
||||
Bishop,
|
||||
Rook,
|
||||
Knight,
|
||||
Lance,
|
||||
Pawn
|
||||
}
|
||||
}
|
||||
8
Shogi.Domain/ValueObjects/WhichPlayer.cs
Normal file
8
Shogi.Domain/ValueObjects/WhichPlayer.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
public enum WhichPlayer
|
||||
{
|
||||
Player1,
|
||||
Player2
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
public enum WhichPiece
|
||||
{
|
||||
King,
|
||||
GoldGeneral,
|
||||
SilverGeneral,
|
||||
Bishop,
|
||||
Rook,
|
||||
Knight,
|
||||
Lance,
|
||||
Pawn
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
public enum WhichPlayer
|
||||
{
|
||||
Player1,
|
||||
Player2
|
||||
}
|
||||
}
|
||||
19
Shogi.Domain/YetToBeAssimilatedIntoDDD/DomainExtensions.cs
Normal file
19
Shogi.Domain/YetToBeAssimilatedIntoDDD/DomainExtensions.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using Shogi.Domain.ValueObjects;
|
||||
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD
|
||||
{
|
||||
internal static class DomainExtensions
|
||||
{
|
||||
public static bool IsKing(this Piece self) => self.WhichPiece == WhichPiece.King;
|
||||
|
||||
public static bool IsBetween(this float self, float min, float max)
|
||||
{
|
||||
return self >= min && self <= max;
|
||||
}
|
||||
|
||||
public static bool IsInsideBoardBoundary(this Vector2 self)
|
||||
{
|
||||
return self.X.IsBetween(0, 8) && self.Y.IsBetween(0, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
33
Shogi.Domain/YetToBeAssimilatedIntoDDD/Notation.cs
Normal file
33
Shogi.Domain/YetToBeAssimilatedIntoDDD/Notation.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD
|
||||
{
|
||||
public static class Notation
|
||||
{
|
||||
private static readonly string BoardNotationRegex = @"(?<file>[A-I])(?<rank>[1-9])";
|
||||
private static readonly char A = 'A';
|
||||
|
||||
public static string ToBoardNotation(Vector2 vector)
|
||||
{
|
||||
return ToBoardNotation((int)vector.X, (int)vector.Y);
|
||||
}
|
||||
|
||||
public static string ToBoardNotation(int x, int y)
|
||||
{
|
||||
var file = (char)(x + A);
|
||||
var rank = y + 1;
|
||||
return $"{file}{rank}";
|
||||
}
|
||||
public static Vector2 FromBoardNotation(string notation)
|
||||
{
|
||||
if (Regex.IsMatch(notation, BoardNotationRegex))
|
||||
{
|
||||
var match = Regex.Match(notation, BoardNotationRegex, RegexOptions.IgnoreCase);
|
||||
char file = match.Groups["file"].Value[0];
|
||||
int rank = int.Parse(match.Groups["rank"].Value);
|
||||
return new Vector2(file - A, rank - 1);
|
||||
}
|
||||
throw new ArgumentException($"Board notation not recognized. Notation given: {notation}");
|
||||
}
|
||||
}
|
||||
}
|
||||
22
Shogi.Domain/YetToBeAssimilatedIntoDDD/Pathing/Direction.cs
Normal file
22
Shogi.Domain/YetToBeAssimilatedIntoDDD/Pathing/Direction.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using System.Numerics;
|
||||
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing
|
||||
{
|
||||
/// <summary>
|
||||
/// Directions are relative to the perspective of Player 1.
|
||||
/// Up points towards player 1. Down points towards player 2.
|
||||
/// </summary>
|
||||
public static class Direction
|
||||
{
|
||||
public static readonly Vector2 Up = new(0, 1);
|
||||
public static readonly Vector2 Down = new(0, -1);
|
||||
public static readonly Vector2 Left = new(-1, 0);
|
||||
public static readonly Vector2 Right = new(1, 0);
|
||||
public static readonly Vector2 UpLeft = new(-1, 1);
|
||||
public static readonly Vector2 UpRight = new(1, 1);
|
||||
public static readonly Vector2 DownLeft = new(-1, -1);
|
||||
public static readonly Vector2 DownRight = new(1, -1);
|
||||
public static readonly Vector2 KnightLeft = new(-1, 2);
|
||||
public static readonly Vector2 KnightRight = new(1, 2);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing
|
||||
{
|
||||
public enum Distance
|
||||
{
|
||||
OneStep,
|
||||
MultiStep
|
||||
}
|
||||
}
|
||||
41
Shogi.Domain/YetToBeAssimilatedIntoDDD/Pathing/Path.cs
Normal file
41
Shogi.Domain/YetToBeAssimilatedIntoDDD/Pathing/Path.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing
|
||||
{
|
||||
[DebuggerDisplay("{Direction} - {Distance}")]
|
||||
public class Path
|
||||
{
|
||||
public Vector2 Direction { get; }
|
||||
public Distance Distance { get; }
|
||||
public Path(Vector2 direction, Distance distance = Distance.OneStep)
|
||||
{
|
||||
Direction = direction;
|
||||
Distance = distance;
|
||||
}
|
||||
|
||||
public Path Invert() => new(Vector2.Negate(Direction), Distance);
|
||||
}
|
||||
|
||||
public static class PathExtensions
|
||||
{
|
||||
public static Path GetNearestPath(this IEnumerable<Path> paths, Vector2 start, Vector2 end)
|
||||
{
|
||||
if (!paths.DefaultIfEmpty().Any())
|
||||
{
|
||||
throw new ArgumentException("No paths to get nearest path from.");
|
||||
}
|
||||
|
||||
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);
|
||||
if (distance < shortestDistance)
|
||||
{
|
||||
shortestPath = path;
|
||||
}
|
||||
}
|
||||
return shortestPath;
|
||||
}
|
||||
}
|
||||
}
|
||||
4
Shogi.Domain/YetToBeAssimilatedIntoDDD/ReadMe.md
Normal file
4
Shogi.Domain/YetToBeAssimilatedIntoDDD/ReadMe.md
Normal file
@@ -0,0 +1,4 @@
|
||||
# Shogi.Domain
|
||||
|
||||
### TODO:
|
||||
* There are enough non-DDD classes around navigating the standard 9x9 Shogi board that probably a new value object or entity is merited. See classes within Pathing folder as well as Notation.cs.
|
||||
@@ -1,8 +1,9 @@
|
||||
using System.Numerics;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
|
||||
namespace Shogi.Domain.UnitTests
|
||||
{
|
||||
public class NotationShould
|
||||
public class NotationShould
|
||||
{
|
||||
[Fact]
|
||||
public void ConvertFromNotationToVector()
|
||||
|
||||
@@ -1,225 +1,222 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.ValueObjects;
|
||||
using Shogi.Domain.ValueObjects;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Shogi.Domain.UnitTests
|
||||
namespace Shogi.Domain.UnitTests;
|
||||
|
||||
public class RookShould
|
||||
{
|
||||
public class RookShould
|
||||
{
|
||||
public class MoveSet
|
||||
{
|
||||
private readonly Rook rook1;
|
||||
private readonly Rook rook2;
|
||||
private readonly Rook rook1;
|
||||
private readonly Rook rook2;
|
||||
|
||||
public MoveSet()
|
||||
{
|
||||
this.rook1 = new Rook(WhichPlayer.Player1);
|
||||
this.rook2 = new Rook(WhichPlayer.Player2);
|
||||
}
|
||||
public MoveSet()
|
||||
{
|
||||
this.rook1 = new Rook(WhichPlayer.Player1);
|
||||
this.rook2 = new Rook(WhichPlayer.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player1_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
}
|
||||
[Fact]
|
||||
public void Player1_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player1_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook1.Promote();
|
||||
rook1.IsPromoted.Should().BeTrue();
|
||||
[Fact]
|
||||
public void Player1_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook1.Promote();
|
||||
rook1.IsPromoted.Should().BeTrue();
|
||||
|
||||
// Assert
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownRight, Distance.OneStep));
|
||||
}
|
||||
// Assert
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownRight, Distance.OneStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player2_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
}
|
||||
[Fact]
|
||||
public void Player2_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player2_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook2.Promote();
|
||||
rook2.IsPromoted.Should().BeTrue();
|
||||
[Fact]
|
||||
public void Player2_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook2.Promote();
|
||||
rook2.IsPromoted.Should().BeTrue();
|
||||
|
||||
// Assert
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownRight, Distance.OneStep));
|
||||
}
|
||||
// Assert
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Up, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Down, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.UpRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.DownRight, Distance.OneStep));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
private readonly Rook rookPlayer1;
|
||||
private readonly Rook rookPlayer2;
|
||||
|
||||
public RookShould()
|
||||
{
|
||||
this.rookPlayer1 = new Rook(WhichPlayer.Player1);
|
||||
this.rookPlayer2 = new Rook(WhichPlayer.Player2);
|
||||
this.rookPlayer1 = new Rook(WhichPlayer.Player1);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Promote()
|
||||
{
|
||||
this.rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
this.rookPlayer1.CanPromote.Should().BeTrue();
|
||||
this.rookPlayer1.Promote();
|
||||
this.rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
this.rookPlayer1.CanPromote.Should().BeFalse();
|
||||
this.rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
this.rookPlayer1.CanPromote.Should().BeTrue();
|
||||
this.rookPlayer1.Promote();
|
||||
this.rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
this.rookPlayer1.CanPromote.Should().BeFalse();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1NotPromoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1NotPromoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1Promoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1Promoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2NotPromoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2NotPromoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2Promoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2Promoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
namespace Shogi.Domain.UnitTests;
|
||||
using Shogi.Domain.ValueObjects;
|
||||
|
||||
namespace Shogi.Domain.UnitTests;
|
||||
|
||||
public class ShogiBoardStateShould
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user