using Shogi.Domain.Pieces; using BoardTile = System.Collections.Generic.KeyValuePair; namespace Shogi.Domain { public class BoardState { public delegate void ForEachDelegate(Piece element, Vector2 position); /// /// Key is position notation, such as "E4". /// private readonly Dictionary board; public BoardState(Dictionary state) { board = state; Player1Hand = new List(); Player2Hand = new List(); PreviousMoveTo = Vector2.Zero; } public BoardState() { board = new Dictionary(81, StringComparer.OrdinalIgnoreCase); InitializeBoardState(); Player1Hand = new List(); Player2Hand = new List(); PreviousMoveTo = Vector2.Zero; } public Dictionary State => board; public List ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand; public Vector2 Player1KingPosition => Notation.FromBoardNotation(this.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(this.board.Where(kvp => kvp.Value != null).Single(kvp => { var piece = kvp.Value; return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2; }).Key); public List Player1Hand { get; } public List Player2Hand { get; } public Vector2 PreviousMoveFrom { get; private set; } public Vector2 PreviousMoveTo { get; private set; } public WhichPlayer WhoseTurn { get; set; } public WhichPlayer? InCheck { get; set; } public bool IsCheckmate { get; set; } /// /// Copy constructor. /// public BoardState(BoardState other) : this() { foreach (var kvp in other.board) { // Replace copy constructor with static factory method in Piece.cs board[kvp.Key] = kvp.Value == null ? null : Piece.CreateCopy(kvp.Value); } WhoseTurn = other.WhoseTurn; InCheck = other.InCheck; IsCheckmate = other.IsCheckmate; PreviousMoveTo = other.PreviousMoveTo; Player1Hand.AddRange(other.Player1Hand); Player2Hand.AddRange(other.Player2Hand); } 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; } internal void RememberAsMostRecentMove(Vector2 from, Vector2 to) { PreviousMoveFrom = from; PreviousMoveTo = to; } /// /// Returns true if the given path can be traversed without colliding into a piece. /// public bool IsPathBlocked(IEnumerable path) { return !path.Any() || path.SkipLast(1).Any(position => this[position] != null) || this[path.Last()]?.Owner == WhoseTurn; } internal bool IsWithinPromotionZone(Vector2 position) { 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 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); } /// /// Does not include the start position. /// internal static IEnumerable GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction) { var next = start; while (IsWithinBoardBoundary(next + direction)) { next += direction; yield return next; } } internal Piece? QueryFirstPieceInPath(IEnumerable path) { foreach (var step in path) { if (this[step] != null) return this[step]; } return null; } private void InitializeBoardState() { this["A1"] = new Lance(WhichPlayer.Player1); this["B1"] = new Knight(WhichPlayer.Player1); this["C1"] = new SilverGeneral(WhichPlayer.Player1); this["D1"] = new GoldGeneral(WhichPlayer.Player1); this["E1"] = new King(WhichPlayer.Player1); this["F1"] = new GoldGeneral(WhichPlayer.Player1); this["G1"] = new SilverGeneral(WhichPlayer.Player1); this["H1"] = new Knight(WhichPlayer.Player1); this["I1"] = new Lance(WhichPlayer.Player1); this["A2"] = null; this["B2"] = new Bishop(WhichPlayer.Player1); this["C2"] = null; this["D2"] = null; this["E2"] = null; this["F2"] = null; this["G2"] = null; this["H2"] = new Rook(WhichPlayer.Player1); this["I2"] = null; this["A3"] = new Pawn(WhichPlayer.Player1); this["B3"] = new Pawn(WhichPlayer.Player1); this["C3"] = new Pawn(WhichPlayer.Player1); this["D3"] = new Pawn(WhichPlayer.Player1); this["E3"] = new Pawn(WhichPlayer.Player1); this["F3"] = new Pawn(WhichPlayer.Player1); this["G3"] = new Pawn(WhichPlayer.Player1); this["H3"] = new Pawn(WhichPlayer.Player1); this["I3"] = new Pawn(WhichPlayer.Player1); this["A4"] = null; this["B4"] = null; this["C4"] = null; this["D4"] = null; this["E4"] = null; this["F4"] = null; this["G4"] = null; this["H4"] = null; this["I4"] = null; this["A5"] = null; this["B5"] = null; this["C5"] = null; this["D5"] = null; this["E5"] = null; this["F5"] = null; this["G5"] = null; this["H5"] = null; this["I5"] = null; this["A6"] = null; this["B6"] = null; this["C6"] = null; this["D6"] = null; this["E6"] = null; this["F6"] = null; this["G6"] = null; this["H6"] = null; this["I6"] = null; this["A7"] = new Pawn(WhichPlayer.Player2); this["B7"] = new Pawn(WhichPlayer.Player2); this["C7"] = new Pawn(WhichPlayer.Player2); this["D7"] = new Pawn(WhichPlayer.Player2); this["E7"] = new Pawn(WhichPlayer.Player2); this["F7"] = new Pawn(WhichPlayer.Player2); this["G7"] = new Pawn(WhichPlayer.Player2); this["H7"] = new Pawn(WhichPlayer.Player2); this["I7"] = new Pawn(WhichPlayer.Player2); this["A8"] = null; this["B8"] = new Rook(WhichPlayer.Player2); this["C8"] = null; this["D8"] = null; this["E8"] = null; this["F8"] = null; this["G8"] = null; this["H8"] = new Bishop(WhichPlayer.Player2); this["I8"] = null; this["A9"] = new Lance(WhichPlayer.Player2); this["B9"] = new Knight(WhichPlayer.Player2); this["C9"] = new SilverGeneral(WhichPlayer.Player2); this["D9"] = new GoldGeneral(WhichPlayer.Player2); this["E9"] = new King(WhichPlayer.Player2); this["F9"] = new GoldGeneral(WhichPlayer.Player2); this["G9"] = new SilverGeneral(WhichPlayer.Player2); this["H9"] = new Knight(WhichPlayer.Player2); this["I9"] = new Lance(WhichPlayer.Player2); } } }