using FluentAssertions; using FluentAssertions.Execution; using System; using System.Linq; using Xunit; using Xunit.Abstractions; namespace Shogi.Domain.UnitTests { public class ShogiShould { private readonly ITestOutputHelper output; public ShogiShould(ITestOutputHelper output) { this.output = output; } [Fact] public void MoveAPieceToAnEmptyPosition() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); board["A4"].Should().BeNull(); var expectedPiece = board["A3"]; expectedPiece.Should().NotBeNull(); // Act shogi.Move("A3", "A4", false); // Assert board["A3"].Should().BeNull(); board["A4"].Should().Be(expectedPiece); } [Fact] public void AllowValidMoves_AfterCheck() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); // P1 Pawn shogi.Move("C3", "C4", false); // P2 Pawn shogi.Move("G7", "G6", false); // P1 Bishop puts P2 in check shogi.Move("B2", "G7", false); board.InCheck.Should().Be(WhichPlayer.Player2); // Act - P2 is able to un-check theirself. /// P2 King moves out of check shogi.Move("E9", "E8", false); // Assert using (new AssertionScope()) { board.InCheck.Should().BeNull(); } } [Fact] public void PreventInvalidMoves_MoveFromEmptyPosition() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); board["D5"].Should().BeNull(); // Act var act = () => shogi.Move("D5", "D6", false); // Assert act.Should().Throw(); board["D5"].Should().BeNull(); board["D6"].Should().BeNull(); } [Fact] public void PreventInvalidMoves_MoveToCurrentPosition() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); // Act - P1 "moves" pawn to the position it already exists at. var act = () => shogi.Move("A3", "A3", false); // Assert act.Should().Throw(); board["A3"].Should().NotBeNull(); board["A3"]!.WhichPiece.Should().Be(WhichPiece.Pawn); board.Player1Hand.Should().BeEmpty(); board.Player2Hand.Should().BeEmpty(); } [Fact] public void PreventInvalidMoves_MoveSet() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); // Act - Move Lance illegally var act = () => shogi.Move("A1", "D5", false); // Assert act.Should().Throw(); board["A1"].Should().NotBeNull(); board["A1"]!.WhichPiece.Should().Be(WhichPiece.Lance); board["A5"].Should().BeNull(); board.Player1Hand.Should().BeEmpty(); board.Player2Hand.Should().BeEmpty(); } [Fact] public void PreventInvalidMoves_Ownership() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); board.WhoseTurn.Should().Be(WhichPlayer.Player1); board["A7"].Should().NotBeNull(); board["A7"]!.Owner.Should().Be(WhichPlayer.Player2); // Act - Move Player2 Pawn when it is Player1 turn. var act = () => shogi.Move("A7", "A6", false); // Assert act.Should().Throw(); board["A7"].Should().NotBeNull(); board["A7"]!.WhichPiece.Should().Be(WhichPiece.Pawn); board["A6"].Should().BeNull(); } [Fact] public void PreventInvalidMoves_MoveThroughAllies() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); // Act - Move P1 Lance through P1 Pawn. var act = () => shogi.Move("A1", "A5", false); // Assert act.Should().Throw(); board["A1"].Should().NotBeNull(); board["A1"]!.WhichPiece.Should().Be(WhichPiece.Lance); board["A3"].Should().NotBeNull(); board["A3"]!.WhichPiece.Should().Be(WhichPiece.Pawn); board["A5"].Should().BeNull(); } [Fact] public void PreventInvalidMoves_CaptureAlly() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); // Act - P1 Knight tries to capture P1 Pawn. var act = () => shogi.Move("B1", "C3", false); // Arrange act.Should().Throw(); board["B1"].Should().NotBeNull(); board["B1"]!.WhichPiece.Should().Be(WhichPiece.Knight); board["C3"].Should().NotBeNull(); board["C3"]!.WhichPiece.Should().Be(WhichPiece.Pawn); board.Player1Hand.Should().BeEmpty(); board.Player2Hand.Should().BeEmpty(); } [Fact] public void PreventInvalidMoves_Check() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); // P1 Pawn shogi.Move("C3", "C4", false); // P2 Pawn shogi.Move("G7", "G6", false); // P1 Bishop puts P2 in check shogi.Move("B2", "G7", false); board.InCheck.Should().Be(WhichPlayer.Player2); // Act - P2 moves Lance while in check. var act = () => shogi.Move("I9", "I8", false); // Assert act.Should().Throw(); board.InCheck.Should().Be(WhichPlayer.Player2); board["I9"].Should().NotBeNull(); board["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance); board["I8"].Should().BeNull(); } [Fact] public void PreventInvalidDrops_MoveSet() { // Arrange var board = new ShogiBoardState(); var shogi = new Shogi(board); // P1 Pawn shogi.Move("C3", "C4", false); // P2 Pawn shogi.Move("I7", "I6", false); // P1 Bishop takes P2 Pawn. shogi.Move("B2", "G7", false); // P2 Gold, block check from P1 Bishop. shogi.Move("F9", "F8", false); // P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance shogi.Move("G7", "H8", true); // P2 Pawn again shogi.Move("I6", "I5", false); // P1 Bishop takes P2 Knight shogi.Move("H8", "H9", false); // P2 Pawn again shogi.Move("I5", "I4", false); // P1 Bishop takes P2 Lance shogi.Move("H9", "I9", false); // P2 Pawn captures P1 Pawn shogi.Move("I4", "I3", false); board.Player1Hand.Count.Should().Be(4); board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight); board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance); board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn); board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); board.WhoseTurn.Should().Be(WhichPlayer.Player1); // Act | Assert - Illegally placing Knight from the hand in farthest row. board["H9"].Should().BeNull(); shogi.Move() var dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9")); dropSuccess.Should().BeFalse(); shogi.Board["H9"].Should().BeNull(); shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight); // Act | Assert - Illegally placing Knight from the hand in second farthest row. shogi.Board["H8"].Should().BeNull(); dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H8")); dropSuccess.Should().BeFalse(); shogi.Board["H8"].Should().BeNull(); shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight); // Act | Assert - Illegally place Lance from the hand. shogi.Board["H9"].Should().BeNull(); dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9")); dropSuccess.Should().BeFalse(); shogi.Board["H9"].Should().BeNull(); shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance); // Act | Assert - Illegally place Pawn from the hand. shogi.Board["H9"].Should().BeNull(); dropSuccess = shogi.Move(new Move(WhichPiece.Pawn, "H9")); dropSuccess.Should().BeFalse(); shogi.Board["H9"].Should().BeNull(); shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn); // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn. // TODO } //[Fact] //public void PreventInvalidDrop_Check() //{ // // Arrange // var moves = new[] // { // // P1 Pawn // new Move("C3", "C4"), // // P2 Pawn // new Move("G7", "G6"), // // P1 Pawn, arbitrary move. // new Move("A3", "A4"), // // P2 Bishop takes P1 Bishop // new Move("H8", "B2"), // // P1 Silver takes P2 Bishop // new Move("C1", "B2"), // // P2 Pawn, arbtrary move // new Move("A7", "A6"), // // P1 drop Bishop, place P2 in check // new Move(WhichPiece.Bishop, "G7") // }; // var shogi = new Shogi(moves); // shogi.InCheck.Should().Be(WhichPlayer.Player2); // shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); // shogi.Board["E5"].Should().BeNull(); // // Act - P2 places a Bishop while in check. // var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "E5")); // // Assert // dropSuccess.Should().BeFalse(); // shogi.Board["E5"].Should().BeNull(); // shogi.InCheck.Should().Be(WhichPlayer.Player2); // shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); //} //[Fact] //public void PreventInvalidDrop_Capture() //{ // // Arrange // var moves = new[] // { // // P1 Pawn // new Move("C3", "C4"), // // P2 Pawn // new Move("G7", "G6"), // // P1 Bishop capture P2 Bishop // new Move("B2", "H8"), // // P2 Pawn // new Move("G6", "G5") // }; // var shogi = new Shogi(moves); // using (new AssertionScope()) // { // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); // shogi.Board["I9"].Should().NotBeNull(); // shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance); // shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2); // } // // Act - P1 tries to place a piece where an opponent's piece resides. // var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "I9")); // // Assert // using (new AssertionScope()) // { // dropSuccess.Should().BeFalse(); // shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop); // shogi.Board["I9"].Should().NotBeNull(); // shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance); // shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2); // } //} //[Fact] //public void Check() //{ // // Arrange // var moves = new[] // { // // P1 Pawn // new Move("C3", "C4"), // // P2 Pawn // new Move("G7", "G6"), // }; // var shogi = new Shogi(moves); // // Act - P1 Bishop, check // shogi.Move(new Move("B2", "G7")); // // Assert // shogi.InCheck.Should().Be(WhichPlayer.Player2); //} //[Fact] //public void Promote() //{ // // Arrange // var moves = new[] // { // // P1 Pawn // new Move("C3", "C4" ), // // P2 Pawn // new Move("G7", "G6" ) // }; // var shogi = new Shogi(moves); // // Act - P1 moves across promote threshold. // var moveSuccess = shogi.Move(new Move("B2", "G7", true)); // // Assert // using (new AssertionScope()) // { // moveSuccess.Should().BeTrue(); // shogi.Board["B2"].Should().BeNull(); // shogi.Board["G7"].Should().NotBeNull(); // shogi.Board["G7"].WhichPiece.Should().Be(WhichPiece.Bishop); // shogi.Board["G7"].Owner.Should().Be(WhichPlayer.Player1); // shogi.Board["G7"].IsPromoted.Should().BeTrue(); // } //} //[Fact] //public void CheckMate() //{ // // Arrange // var moves = new[] // { // // P1 Rook // new Move("H2", "E2"), // // P2 Gold // new Move("F9", "G8"), // // P1 Pawn // new Move("E3", "E4"), // // P2 other Gold // new Move("D9", "C8"), // // P1 same Pawn // new Move("E4", "E5"), // // P2 Pawn // new Move("E7", "E6"), // // P1 Pawn takes P2 Pawn // new Move("E5", "E6"), // // P2 King // new Move("E9", "E8"), // // P1 Pawn promotes, threatens P2 King // new Move("E6", "E7", true), // // P2 King retreat // new Move("E8", "E9"), // }; // var shogi = new Shogi(moves); // output.WriteLine(shogi.PrintStateAsAscii()); // // Act - P1 Pawn wins by checkmate. // var moveSuccess = shogi.Move(new Move("E7", "E8")); // output.WriteLine(shogi.PrintStateAsAscii()); // // Assert - checkmate // moveSuccess.Should().BeTrue(); // shogi.IsCheckmate.Should().BeTrue(); // shogi.InCheck.Should().Be(WhichPlayer.Player2); //} //[Fact] //public void Capture() //{ // // Arrange // var moves = new[] // { // new Move("C3", "C4"), // new Move("G7", "G6") // }; // var shogi = new Shogi(moves); // // Act - P1 Bishop captures P2 Bishop // var moveSuccess = shogi.Move(new Move("B2", "H8")); // // Assert // moveSuccess.Should().BeTrue(); // shogi.Board["B2"].Should().BeNull(); // shogi.Board["H8"].WhichPiece.Should().Be(WhichPiece.Bishop); // shogi.Board["H8"].Owner.Should().Be(WhichPlayer.Player1); // shogi.Board.Values // .Where(p => p != null) // .Should().ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop); // shogi.Player1Hand // .Should() // .ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1); //} } }