using System.Numerics; namespace Shogi.Domain { internal class StandardRules { private readonly ShogiBoardState board; private Vector2 player1KingPosition; private Vector2 player2KingPosition; public StandardRules(ShogiBoardState board) { this.board = board; CacheKingPositions(); } private void CacheKingPositions() { this.board.ForEachNotNull((tile, position) => { if (tile.WhichPiece == WhichPiece.King) { if (tile.Owner == WhichPlayer.Player1) { player1KingPosition = position; } else if (tile.Owner == WhichPlayer.Player2) { player2KingPosition = position; } } }); } /// /// Move a piece from a board tile to another board tile. /// /// The position of the piece being moved expressed in board notation. /// The target position expressed in board notation. /// A describing the success or failure of the simulation. public MoveResult Move(string from, string to, bool isPromotion = false) { var fromPiece = board[from]; if (fromPiece == null) { return new MoveResult(false, $"Tile [{from}] is empty. There is no piece to move."); } if (fromPiece.Owner != board.WhoseTurn) { return new MoveResult(false, "Not allowed to move the opponents piece"); } if (IsPathable(move.From.Value, move.To) == false) { return new MoveResult(false, $"Proposed move is not part of the move-set for piece {fromPiece.WhichPiece}."); } var captured = board[to]; if (captured != null) { if (captured.Owner == board.WhoseTurn) { return new MoveResult(false, "Capturing your own piece is not allowed."); } captured.Capture(); board.Hand.Add(captured); } //Mutate the board. if (isPromotion) { var fromVector = ShogiBoardState.FromBoardNotation(from); var toVector = ShogiBoardState.FromBoardNotation(to); if (board.WhoseTurn == WhichPlayer.Player1 && (toVector.Y > 5 || fromVector.Y > 5)) { fromPiece.Promote(); } else if (board.WhoseTurn == WhichPlayer.Player2 && (toVector.Y < 3 || fromVector.Y < 3)) { fromPiece.Promote(); } } board[to] = fromPiece; board[from] = 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; } /// /// Move a piece from the hand to the board. /// /// /// The target position expressed in board notation. /// A describing the success or failure of the simulation. public void Move(WhichPiece pieceInHand, string to) { var index = Hand.FindIndex(p => p.WhichPiece == move.PieceFromHand); if (index == -1) { Error = $"{move.PieceFromHand} does not exist in the hand."; return false; } if (Board[move.To] != null) { Error = $"Illegal move - attempting to capture while playing a piece from the hand."; return false; } switch (move.PieceFromHand!.Value) { case WhichPiece.Knight: { // Knight cannot be placed onto the farthest two ranks from the hand. if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y > 6) || (WhoseTurn == WhichPlayer.Player2 && move.To.Y < 2)) { Error = $"Knight has no valid moves after placed."; return false; } break; } case WhichPiece.Lance: case WhichPiece.Pawn: { // Lance and Pawn cannot be placed onto the farthest rank from the hand. if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y == 8) || (WhoseTurn == WhichPlayer.Player2 && move.To.Y == 0)) { Error = $"{move.PieceFromHand} has no valid moves after placed."; return false; } break; } } // Mutate the board. Board[move.To] = Hand[index]; Hand.RemoveAt(index); MoveHistory.Add(move); return true; } private bool IsPathable(Vector2 from, Vector2 to) { var piece = Board[from]; if (piece == null) return false; var isObstructed = false; var isPathable = pathFinder.PathTo(from, to, (other, position) => { if (other.Owner == piece.Owner) isObstructed = true; }); return !isObstructed && isPathable; } private bool EvaluateCheckAfterMove(Move move, WhichPlayer WhichPerspective) { if (WhichPerspective == InCheck) return true; // If we already know the player is in check, don't bother. var isCheck = false; var kingPosition = WhichPerspective == WhichPlayer.Player1 ? player1King : player2King; // Check if the move put the king in check. if (pathFinder.PathTo(move.To, kingPosition)) return true; if (move.From.HasValue) { // Get line equation from king through the now-unoccupied location. var direction = Vector2.Subtract(kingPosition, move.From!.Value); var slope = Math.Abs(direction.Y / direction.X); // If absolute slope is 45°, look for a bishop along the line. // If absolute slope is 0° or 90°, look for a rook along the line. // if absolute slope is 0°, look for lance along the line. if (float.IsInfinity(slope)) { // if slope of the move is also infinity...can skip this? pathFinder.LinePathTo(kingPosition, direction, (piece, position) => { if (piece.Owner != WhichPerspective) { switch (piece.WhichPiece) { case WhichPiece.Rook: isCheck = true; break; case WhichPiece.Lance: if (!piece.IsPromoted) isCheck = true; break; } } }); } else if (slope == 1) { pathFinder.LinePathTo(kingPosition, direction, (piece, position) => { if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Bishop) { isCheck = true; } }); } else if (slope == 0) { pathFinder.LinePathTo(kingPosition, direction, (piece, position) => { if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Rook) { isCheck = true; } }); } } else { // TODO: Check for illegal move from hand. It is illegal to place from the hand such that you check-mate your opponent. // Go read the shogi rules to be sure this is true. } return isCheck; } private bool EvaluateCheckmate() { if (!InCheck.HasValue) return false; // Assume true and try to disprove. var isCheckmate = true; Board.ForEachNotNull((piece, from) => // For each piece... { // Short circuit if (!isCheckmate) return; if (piece.Owner == InCheck) // ...owned by the player in check... { // ...evaluate if any move gets the player out of check. pathFinder.PathEvery(from, (other, position) => { var simulationBoard = new Shogi(this); var moveToTry = new Move(from, position); var moveSuccess = simulationBoard.TryMove(moveToTry); if (moveSuccess) { if (!EvaluateCheckAfterMove(moveToTry, InCheck.Value)) { isCheckmate = false; } } }); } }); return isCheckmate; } } }