using Shogi.Domain.Pieces; using System.Text.RegularExpressions; namespace Shogi.Domain { // TODO: Avoid extending dictionary. Use composition instead. // Then validation can occur when assigning a piece to a position. public class ShogiBoardState { private static readonly string BoardNotationRegex = @"(?[A-I])(?[1-9])"; private static readonly char A = 'A'; public delegate void ForEachDelegate(Piece element, Vector2 position); /// /// Key is position notation, such as "E4". /// private readonly Dictionary board; public List ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand; /// /// "Active Player" means the player whose turn it is. /// public Vector2 ActivePlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player1KingPosition : Player2KingPosition; /// /// "Opposing Player" means the player whose turn it isn't. /// public Vector2 OpposingPlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player2KingPosition : Player1KingPosition; public Vector2 Player1KingPosition { get; set; } public Vector2 Player2KingPosition { get; set; } 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; } public ShogiBoardState() { board = new Dictionary(81, StringComparer.OrdinalIgnoreCase); InitializeBoardState(); Player1Hand = new List(); Player2Hand = new List(); PreviousMoveTo = Vector2.Zero; CacheKingPositions(); } /// /// Copy constructor. /// public ShogiBoardState(ShogiBoardState 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.Create(kvp.Value); } WhoseTurn = other.WhoseTurn; InCheck = other.InCheck; IsCheckmate = other.IsCheckmate; PreviousMoveTo = other.PreviousMoveTo; Player1Hand.AddRange(other.Player1Hand); Player2Hand.AddRange(other.Player2Hand); Player1KingPosition = other.Player1KingPosition; Player2KingPosition = other.Player2KingPosition; } public Piece? this[string notation] { // TODO: Validate "notation" here and throw an exception if invalid. get => board[notation]; set { if (value?.WhichPiece == WhichPiece.King) { if (value.Owner == WhichPlayer.Player1) { // TODO: This FromBoardNotation() is a waste if the Vector2 indexer was called. :( Player1KingPosition = FromBoardNotation(notation); } else if (value.Owner == WhichPlayer.Player2) { Player2KingPosition = FromBoardNotation(notation); } } board[notation] = value; } } public Piece? this[Vector2 vector] { get => this[ToBoardNotation(vector)]; set => this[ToBoardNotation(vector)] = value; } public Piece? this[int x, int y] { get => this[ToBoardNotation(x, y)]; set => this[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; } public void ForEachNotNull(ForEachDelegate callback) { for (var x = 0; x < 9; x++) { for (var y = 0; y < 9; y++) { var position = new Vector2(x, y); var elem = this[position]; if (elem != null) callback(elem, position); } } } 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 IEnumerable GetTilesOccupiedBy(WhichPlayer whichPlayer) => board .Where(kvp => kvp.Value?.Owner == whichPlayer) .Select(kvp => new BoardTile(kvp.Value!, FromBoardNotation(kvp.Key))); 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? GetFirstPieceAlongPath(IEnumerable path) { foreach (var step in path) { if (this[step] != null) return this[step]; } return null; } public static string ToBoardNotation(Vector2 vector) { return ToBoardNotation((int)vector.X, (int)vector.Y); } private 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}"); } private void CacheKingPositions() { ForEachNotNull((tile, position) => { if (tile.WhichPiece == WhichPiece.King) { if (tile.Owner == WhichPlayer.Player1) { Player1KingPosition = position; } else if (tile.Owner == WhichPlayer.Player2) { Player2KingPosition = position; } } }); } 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); } } }