using System.Numerics;
namespace Shogi.Domain
{
///
/// 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 sealed class Shogi
{
private readonly ShogiBoardState board;
private readonly StandardRules rules;
public string Error { get; private set; }
public Shogi(ShogiBoardState board)
{
this.board = board;
rules = new StandardRules(this.board);
Error = string.Empty;
}
public Shogi(IList moves) : this()
{
for (var i = 0; i < moves.Count; i++)
{
if (!Move(moves[i]))
{
// Todo: Add some smarts to know why a move was invalid. In check? Piece not found? etc.
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}. {Error}");
}
}
}
public bool Move(Move move)
{
var moveSuccess = TryMove(move);
if (!moveSuccess)
{
return false;
}
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
if (EvaluateCheckAfterMove(move, otherPlayer))
{
InCheck = otherPlayer;
IsCheckmate = EvaluateCheckmate();
}
else
{
InCheck = null;
}
return true;
}
///
/// Attempts a given move. Returns false if the move is illegal.
///
private bool TryMove(Move move)
{
// Try making the move in a "throw away" board.
var simulator = new StandardRules(new ShogiBoardState(this.board));
var simulatedMoveResults = move.PieceFromHand.HasValue
? simulator.PlaceFromHand(move)
: simulator.PlaceFromBoard(move);
if (!simulatedMoveResults)
{
// Surface the error description.
Error = simulationBoard.Error;
return false;
}
// If already in check, assert the move that resulted in check no longer results in check.
if (InCheck == WhoseTurn)
{
if (simulationBoard.EvaluateCheckAfterMove(MoveHistory[^1], WhoseTurn))
{
// Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
return false;
}
}
// The move is valid and legal; update board state.
if (move.PieceFromHand.HasValue) PlaceFromHand(move);
else PlaceFromBoard(move);
return true;
}
}
}