using System;
using System.Collections.Generic;
using System.Numerics;
using System.Text;
namespace Gameboard.ShogiUI.BoardState
{
///
/// 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
///
public class ShogiBoard
{
private delegate void MoveSetCallback(Piece piece, BoardVector position);
private ShogiBoard validationBoard;
private Vector2 player1King;
private Vector2 player2King;
public IReadOnlyDictionary> Hands { get; }
public Array2D Board { get; }
public List 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 ShogiBoard()
{
Board = new Array2D(9, 9);
MoveHistory = new List(20);
Hands = new Dictionary> {
{ WhichPlayer.Player1, new List()},
{ WhichPlayer.Player2, new List()},
};
InitializeBoardState();
player1King = new Vector2(4, 0);
player2King = new Vector2(4, 8);
}
public ShogiBoard(IList moves) : this()
{
for (var i = 0; i < moves.Count; i++)
{
if (!TryMove(moves[i]))
{
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
}
}
}
///
/// Attempts a given move. Returns false if the move is illegal.
///
//public bool TryMove2(Move move)
//{
// // Try making the move in a "throw away" board.
// if (validationBoard == null)
// {
// validationBoard = new ShogiBoard(MoveHistory);
// }
// var isValid = move.PieceFromCaptured.HasValue
// ? validationBoard.PlaceFromHand(move)
// : validationBoard.PlaceFromBoard(move);
// if (!isValid)
// {
// // Invalidate the "throw away" board.
// validationBoard = null;
// return false;
// }
// // Assert that this move does not put the moving player in check.
// if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
// var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
// // The move is valid and legal; update board state.
// if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
// else PlaceFromBoard(move);
// // Evaluate check
// InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
// if (InCheck.HasValue)
// {
// //IsCheckmate = EvaluateCheckmate();
// }
// return true;
//}
public bool TryMove(Move move, bool shouldEvaluateCheck = true)
{
// Try making the move in a "throw away" board.
if (validationBoard == null)
{
validationBoard = new ShogiBoard(MoveHistory);
}
var isValid = move.PieceFromCaptured.HasValue
? validationBoard.PlaceFromHand(move)
: validationBoard.PlaceFromBoard(move);
if (!isValid)
{
// Invalidate the "throw away" board.
validationBoard = null;
return false;
}
// Assert that this move does not put the moving player in check.
if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
// The move is valid and legal; update board state.
if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
else PlaceFromBoard(move);
// Evaluate check
if (shouldEvaluateCheck)
{
InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
if (InCheck.HasValue)
{
IsCheckmate = EvaluateCheckmate();
}
}
return true;
}
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...
{
if (!isCheckmate) return; // Short circuit
var from = new BoardVector(x, y);
if (piece.Owner == InCheck) // Owned by the player in check...
{
var positionsToCheck = new List(10);
IterateMoveSet(from, (innerPiece, position) =>
{
if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
});
// And evaluate if any move gets the player out of check.
foreach (var position in positionsToCheck)
{
var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position }, false);
if (moveSuccess)
{
isCheckmate &= validationBoard.EvaluateCheck(InCheck.Value);
validationBoard = null;
}
}
}
});
return isCheckmate;
}
/// True if the move was successful.
private bool PlaceFromHand(Move move)
{
if (move.PieceFromCaptured.HasValue == false) return false; //Invalid move
var index = Hands[WhoseTurn].FindIndex(p => p.WhichPiece == move.PieceFromCaptured);
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.PieceFromCaptured.Value)
{
case WhichPiece.Knight:
// Knight cannot be placed onto the farthest two ranks from the hand.
minimumY = WhoseTurn == WhichPlayer.Player1 ? 2 : 6;
break;
case WhichPiece.Lance:
case WhichPiece.Pawn:
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
minimumY = WhoseTurn == WhichPlayer.Player1 ? 1 : 7;
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;
}
/// True if the move was successful.
private bool PlaceFromBoard(Move move)
{
var fromPiece = Board[move.From.X, move.From.Y];
if (fromPiece == null) return false; // Invalid move
if (fromPiece.Owner != WhoseTurn) return false; // Invalid move; cannot move other players pieces.
if (ValidateMoveAgainstMoveSet(move.From, move.To) == false) 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 > 5 || move.From.Y > 5))
{
fromPiece.Promote();
}
else if (WhoseTurn == WhichPlayer.Player2 && (move.To.Y < 3 || move.From.Y < 3))
{
fromPiece.Promote();
}
}
Board[move.To.X, move.To.Y] = fromPiece;
Board[move.From.X, move.From.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;
}
public void PrintStateAsAscii()
{
var builder = new StringBuilder();
builder.Append(" Player 2");
builder.AppendLine();
for (var y = 8; y > -1; y--)
{
builder.Append("- ");
for (var x = 0; x < 8; x++) builder.Append("- - ");
builder.Append("- -");
builder.AppendLine();
builder.Append('|');
for (var x = 0; x < 9; x++)
{
var piece = Board[x, y];
if (piece == null)
{
builder.Append(" ");
}
else
{
builder.AppendFormat("{0}", piece.ShortName);
}
builder.Append('|');
}
builder.AppendLine();
}
builder.Append("- ");
for (var x = 0; x < 8; x++) builder.Append("- - ");
builder.Append("- -");
builder.AppendLine();
builder.Append(" Player 1");
Console.WriteLine(builder.ToString());
}
#region Rules Validation
///
/// Evaluate if a player is in check given the current board state.
///
private bool EvaluateCheck(WhichPlayer whichPlayer)
{
var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
var inCheck = false;
// Iterate every board piece...
Board.ForEachNotNull((piece, x, y) =>
{
var v = new Vector2(x, y);
// ...that belongs to the opponent within range...
if (piece.Owner != whichPlayer && (piece.IsRanged || Vector2.Distance(kingPosition, v) < 3))
{
Console.WriteLine($"Evaluating {piece.WhichPiece}");
IterateMoveSet(new BoardVector(x, y), (threatenedPiece, position) =>
{
// ...and threatens the player's king.
inCheck |=
threatenedPiece?.WhichPiece == WhichPiece.King
&& threatenedPiece?.Owner == whichPlayer;
});
}
});
return inCheck;
}
private bool ValidateMoveAgainstMoveSet(BoardVector from, BoardVector to)
{
var isValid = false;
IterateMoveSet(from, (piece, position) =>
{
if (piece?.Owner != WhoseTurn && position == to)
{
isValid = true;
}
});
return isValid;
}
///
/// Iterate through the possible moves of a piece at a given position.
///
private void IterateMoveSet(BoardVector from, MoveSetCallback callback)
{
// TODO: Make these are of the move To, so only possible moves towards the move To are iterated.
// Maybe separate functions? Sometimes I need to iterate the whole move-set, sometimes I need to iterate only the move-set towards the move To.
var piece = Board[from.X, from.Y];
switch (piece?.WhichPiece)
{
case WhichPiece.King:
IterateKingMoveSet(from, callback);
break;
case WhichPiece.GoldenGeneral:
IterateGoldenGeneralMoveSet(from, callback);
break;
case WhichPiece.SilverGeneral:
IterateSilverGeneralMoveSet(from, callback);
break;
case WhichPiece.Bishop:
IterateBishopMoveSet(from, callback);
break;
case WhichPiece.Rook:
IterateRookMoveSet(from, callback);
break;
case WhichPiece.Knight:
IterateKnightMoveSet(from, callback);
break;
case WhichPiece.Lance:
IterateLanceMoveSet(from, callback);
break;
case WhichPiece.Pawn:
IteratePawnMoveSet(from, callback);
break;
}
}
private void IterateKingMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.Down, callback);
BoardStep(from, direction.DownLeft, callback);
BoardStep(from, direction.DownRight, callback);
BoardStep(from, direction.Left, callback);
BoardStep(from, direction.Right, callback);
}
private void IterateGoldenGeneralMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.Down, callback);
BoardStep(from, direction.Left, callback);
BoardStep(from, direction.Right, callback);
}
private void IterateSilverGeneralMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.DownLeft, callback);
BoardStep(from, direction.DownRight, callback);
}
}
private void IterateBishopMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardWalk(from, direction.UpLeft, callback);
BoardWalk(from, direction.UpRight, callback);
BoardWalk(from, direction.DownLeft, callback);
BoardWalk(from, direction.DownRight, callback);
if (piece.IsPromoted)
{
BoardStep(from, direction.Up, callback);
BoardStep(from, direction.Left, callback);
BoardStep(from, direction.Right, callback);
BoardStep(from, direction.Down, callback);
}
}
private void IterateRookMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
var direction = new Direction(piece.Owner);
BoardWalk(from, direction.Up, callback);
BoardWalk(from, direction.Left, callback);
BoardWalk(from, direction.Right, callback);
BoardWalk(from, direction.Down, callback);
if (piece.IsPromoted)
{
BoardStep(from, direction.UpLeft, callback);
BoardStep(from, direction.UpRight, callback);
BoardStep(from, direction.DownLeft, callback);
BoardStep(from, direction.DownRight, callback);
}
}
private void IterateKnightMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
var direction = new Direction(piece.Owner);
BoardStep(from, direction.KnightLeft, callback);
BoardStep(from, direction.KnightRight, callback);
}
}
private void IterateLanceMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
var direction = new Direction(piece.Owner);
BoardWalk(from, direction.Up, callback);
}
}
private void IteratePawnMoveSet(BoardVector from, MoveSetCallback callback)
{
var piece = Board[from.X, from.Y];
if (piece?.WhichPiece == WhichPiece.Pawn)
{
if (piece.IsPromoted)
{
IterateGoldenGeneralMoveSet(from, callback);
}
else
{
var direction = new Direction(piece.Owner);
BoardStep(from, direction.Up, callback);
}
}
}
///
/// Useful for iterating the board for pieces that move many spaces.
///
/// A function that returns true if walking should continue.
private void BoardWalk(BoardVector from, BoardVector direction, MoveSetCallback callback)
{
var foundAnotherPiece = false;
var to = from.Add(direction);
while (to.IsValidBoardPosition && !foundAnotherPiece)
{
var piece = Board[to.X, to.Y];
callback(piece, to);
to = to.Add(direction);
foundAnotherPiece = piece != null;
}
}
///
/// Useful for iterating the board for pieces that move only one space.
///
private void BoardStep(BoardVector from, BoardVector direction, MoveSetCallback callback)
{
var to = from.Add(direction);
if (to.IsValidBoardPosition)
{
callback(Board[to.X, to.Y], to);
}
}
#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 ? 2 : 6;
for (int x = 0; x < 9; x++) Board[x, y] = new Piece(WhichPiece.Pawn, player);
}
private void ResetMiddleRow(WhichPlayer player)
{
int y = player == WhichPlayer.Player1 ? 1 : 7;
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 Piece(WhichPiece.Bishop, player);
Board[7, y] = new Piece(WhichPiece.Rook, player);
}
else
{
Board[1, y] = new Piece(WhichPiece.Rook, player);
Board[7, y] = new Piece(WhichPiece.Bishop, player);
}
}
private void ResetRearRow(WhichPlayer player)
{
int y = player == WhichPlayer.Player1 ? 0 : 8;
Board[0, y] = new Piece(WhichPiece.Lance, player);
Board[1, y] = new Piece(WhichPiece.Knight, player);
Board[2, y] = new Piece(WhichPiece.SilverGeneral, player);
Board[3, y] = new Piece(WhichPiece.GoldenGeneral, player);
Board[4, y] = new Piece(WhichPiece.King, player);
Board[5, y] = new Piece(WhichPiece.GoldenGeneral, player);
Board[6, y] = new Piece(WhichPiece.SilverGeneral, player);
Board[7, y] = new Piece(WhichPiece.Knight, player);
Board[8, y] = new Piece(WhichPiece.Lance, player);
}
private void InitializeBoardState()
{
ResetRearRow(WhichPlayer.Player1);
ResetMiddleRow(WhichPlayer.Player1);
ResetFrontRow(WhichPlayer.Player1);
ResetEmptyRows();
ResetFrontRow(WhichPlayer.Player2);
ResetMiddleRow(WhichPlayer.Player2);
ResetRearRow(WhichPlayer.Player2);
}
#endregion
}
}