Files
Shogi/Shogi.Domain/ShogiBoardState.cs
2022-05-10 22:14:25 +00:00

312 lines
9.1 KiB
C#

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 = @"(?<file>[A-I])(?<rank>[1-9])";
private static readonly char A = 'A';
public delegate void ForEachDelegate(Piece element, Vector2 position);
/// <summary>
/// Key is position notation, such as "E4".
/// </summary>
private readonly Dictionary<string, Piece?> board;
public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
/// <summary>
/// "Active Player" means the player whose turn it is.
/// </summary>
public Vector2 ActivePlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player1KingPosition : Player2KingPosition;
/// <summary>
/// "Opposing Player" means the player whose turn it isn't.
/// </summary>
public Vector2 OpposingPlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player2KingPosition : Player1KingPosition;
public Vector2 Player1KingPosition { get; set; }
public Vector2 Player2KingPosition { get; set; }
public List<Piece> Player1Hand { get; }
public List<Piece> 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<string, Piece?>(81, StringComparer.OrdinalIgnoreCase);
InitializeBoardState();
Player1Hand = new List<Piece>();
Player2Hand = new List<Piece>();
PreviousMoveTo = Vector2.Zero;
CacheKingPositions();
}
/// <summary>
/// Copy constructor.
/// </summary>
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;
}
/// <summary>
/// Returns true if the given path can be traversed without colliding into a piece.
/// </summary>
public bool IsPathBlocked(IEnumerable<Vector2> 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<BoardTile> 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);
}
/// <summary>
/// Does not include the start position.
/// </summary>
internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
{
var next = start;
while (IsWithinBoardBoundary(next + direction))
{
next += direction;
yield return next;
}
}
internal Piece? GetFirstPieceAlongPath(IEnumerable<Vector2> 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);
}
}
}