339 lines
10 KiB
C#
339 lines
10 KiB
C#
using System.Collections.ObjectModel;
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using Shogi.Domain.YetToBeAssimilatedIntoDDD;
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using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
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namespace Shogi.Domain.ValueObjects;
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public class BoardState
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{
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/// <summary>
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/// Board state before any moves have been made, using standard setup and rules.
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/// </summary>
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public static BoardState StandardStarting => new(
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state: BuildStandardStartingBoardState(),
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player1Hand: [],
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player2Hand: [],
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whoseTurn: WhichPlayer.Player1,
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playerInCheck: null,
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previousMove: new Move());
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public BoardState(
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Dictionary<string, Piece?> state,
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List<Piece> player1Hand,
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List<Piece> player2Hand,
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WhichPlayer whoseTurn,
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WhichPlayer? playerInCheck,
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Move previousMove)
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{
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board = state;
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Player1Hand = player1Hand;
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Player2Hand = player2Hand;
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PreviousMove = previousMove;
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WhoseTurn = whoseTurn;
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InCheck = playerInCheck;
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}
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/// <summary>
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/// Copy constructor. Creates a deep copy.
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/// </summary>
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public BoardState(BoardState other)
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{
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board = new(81);
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foreach (var kvp in other.board)
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{
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var piece = kvp.Value;
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board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMove = other.PreviousMove;
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Player1Hand = new(other.Player1Hand);
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Player2Hand = new(other.Player2Hand);
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}
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public ReadOnlyDictionary<string, Piece?> State => new(board);
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Move PreviousMove { get; set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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}
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/// <summary>
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/// Move a piece from a board tile to another board tile ignorant of check or check-mate.
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/// If a piece is captured during the move, state will change to reflect that.
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/// If a piece should promote during the move, state will change to reflect that.
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/// </summary>
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/// <param name="fromNotation">The position of the piece being moved expressed in board notation.</param>
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/// <param name="toNotation">The target position expressed in board notation.</param>
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/// <param name="isPromotionRequested">True if a promotion is expected as a result of this move.</param>
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/// <returns>A <see cref="MoveResult" /> describing the success or failure of the move.</returns>
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internal MoveResult Move(string fromNotation, string toNotation, bool isPromotionRequested = false)
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{
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var from = Notation.FromBoardNotation(fromNotation);
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var to = Notation.FromBoardNotation(toNotation);
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if (this[toNotation] != null)
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{
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Capture(to);
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}
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var fromPiece = this[fromNotation]
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?? throw new InvalidOperationException($"No piece exists at position {fromNotation}.");
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if (isPromotionRequested &&
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(IsWithinPromotionZone(to) || IsWithinPromotionZone(from)))
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{
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fromPiece.Promote();
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}
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this[toNotation] = fromPiece;
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this[fromNotation] = null;
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PreviousMove = new Move(from, to);
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var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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WhoseTurn = otherPlayer;
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return new MoveResult(true);
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}
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/// Move a piece from the hand to the board ignorant of check or check-mate.
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/// </summary>
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/// <param name="pieceInHand"></param>
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/// <param name="to">The target position expressed in board notation.</param>
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/// <returns>A <see cref="MoveResult" /> describing the success or failure of the simulation.</returns>
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internal MoveResult Move(WhichPiece pieceInHand, string toNotation)
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{
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var index = ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
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if (index == -1)
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{
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return new MoveResult(false, $"{pieceInHand} does not exist in the hand.");
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}
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if (this[toNotation] != null)
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{
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return new MoveResult(false, "Illegal move - attempting to capture while playing a piece from the hand.");
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}
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var to = Notation.FromBoardNotation(toNotation);
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switch (pieceInHand)
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{
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case WhichPiece.Knight:
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{
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// Knight cannot be placed onto the farthest two ranks from the hand.
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if (WhoseTurn == WhichPlayer.Player1 && to.Y > 6
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|| WhoseTurn == WhichPlayer.Player2 && to.Y < 2)
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{
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return new MoveResult(false, "Knight has no valid moves after placed.");
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}
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break;
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}
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case WhichPiece.Lance:
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case WhichPiece.Pawn:
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{
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// Lance and Pawn cannot be placed onto the farthest rank from the hand.
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if (WhoseTurn == WhichPlayer.Player1 && to.Y == 8
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|| WhoseTurn == WhichPlayer.Player2 && to.Y == 0)
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{
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return new MoveResult(false, $"{pieceInHand} has no valid moves after placed.");
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}
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break;
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}
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}
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// Mutate the board.
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this[toNotation] = ActivePlayerHand[index];
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ActivePlayerHand.RemoveAt(index);
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PreviousMove = new Move(pieceInHand, to);
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return new MoveResult(true);
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}
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/// <summary>
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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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internal bool IsWithinPromotionZone(Vector2 position)
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{
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// TODO: Move this promotion zone logic into the StandardRules class.
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return WhoseTurn == WhichPlayer.Player1 && position.Y > 5
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|| WhoseTurn == WhichPlayer.Player2 && position.Y < 3;
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}
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internal static bool IsWithinBoardBoundary(Vector2 position)
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{
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return position.X <= 8 && position.X >= 0
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&& position.Y <= 8 && position.Y >= 0;
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}
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internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
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.Where(kvp => kvp.Value?.Owner == whichPlayer)
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.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
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.ToList();
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internal void Capture(Vector2 to)
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{
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var piece = this[to]
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?? throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
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piece.Capture(WhoseTurn);
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ActivePlayerHand.Add(piece);
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}
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/// <summary>
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/// Does not include the start position.
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/// </summary>
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internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
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{
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var next = start;
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while (IsWithinBoardBoundary(next + direction))
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{
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next += direction;
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yield return next;
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}
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}
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internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
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{
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foreach (var step in path)
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{
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if (this[step] != null) return this[step];
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}
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return null;
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}
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private static Dictionary<string, Piece?> BuildStandardStartingBoardState()
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{
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return new Dictionary<string, Piece?>(81)
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{
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["A1"] = new Lance(WhichPlayer.Player1),
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["B1"] = new Knight(WhichPlayer.Player1),
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["C1"] = new SilverGeneral(WhichPlayer.Player1),
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["D1"] = new GoldGeneral(WhichPlayer.Player1),
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["E1"] = new King(WhichPlayer.Player1),
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["F1"] = new GoldGeneral(WhichPlayer.Player1),
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["G1"] = new SilverGeneral(WhichPlayer.Player1),
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["H1"] = new Knight(WhichPlayer.Player1),
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["I1"] = new Lance(WhichPlayer.Player1),
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["A2"] = null,
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["B2"] = new Bishop(WhichPlayer.Player1),
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["C2"] = null,
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["D2"] = null,
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["E2"] = null,
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["F2"] = null,
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["G2"] = null,
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["H2"] = new Rook(WhichPlayer.Player1),
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["I2"] = null,
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["A3"] = new Pawn(WhichPlayer.Player1),
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["B3"] = new Pawn(WhichPlayer.Player1),
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["C3"] = new Pawn(WhichPlayer.Player1),
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["D3"] = new Pawn(WhichPlayer.Player1),
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["E3"] = new Pawn(WhichPlayer.Player1),
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["F3"] = new Pawn(WhichPlayer.Player1),
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["G3"] = new Pawn(WhichPlayer.Player1),
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["H3"] = new Pawn(WhichPlayer.Player1),
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["I3"] = new Pawn(WhichPlayer.Player1),
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["A4"] = null,
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["B4"] = null,
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["C4"] = null,
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["D4"] = null,
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["E4"] = null,
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["F4"] = null,
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["G4"] = null,
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["H4"] = null,
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["I4"] = null,
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["A5"] = null,
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["B5"] = null,
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["C5"] = null,
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["D5"] = null,
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["E5"] = null,
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["F5"] = null,
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["G5"] = null,
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["H5"] = null,
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["I5"] = null,
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["A6"] = null,
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["B6"] = null,
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["C6"] = null,
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["D6"] = null,
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["E6"] = null,
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["F6"] = null,
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["G6"] = null,
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["H6"] = null,
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["I6"] = null,
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["A7"] = new Pawn(WhichPlayer.Player2),
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["B7"] = new Pawn(WhichPlayer.Player2),
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["C7"] = new Pawn(WhichPlayer.Player2),
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["D7"] = new Pawn(WhichPlayer.Player2),
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["E7"] = new Pawn(WhichPlayer.Player2),
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["F7"] = new Pawn(WhichPlayer.Player2),
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["G7"] = new Pawn(WhichPlayer.Player2),
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["H7"] = new Pawn(WhichPlayer.Player2),
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["I7"] = new Pawn(WhichPlayer.Player2),
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["A8"] = null,
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["B8"] = new Rook(WhichPlayer.Player2),
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["C8"] = null,
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["D8"] = null,
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["E8"] = null,
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["F8"] = null,
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["G8"] = null,
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["H8"] = new Bishop(WhichPlayer.Player2),
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["I8"] = null,
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["A9"] = new Lance(WhichPlayer.Player2),
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["B9"] = new Knight(WhichPlayer.Player2),
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["C9"] = new SilverGeneral(WhichPlayer.Player2),
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["D9"] = new GoldGeneral(WhichPlayer.Player2),
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["E9"] = new King(WhichPlayer.Player2),
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["F9"] = new GoldGeneral(WhichPlayer.Player2),
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["G9"] = new SilverGeneral(WhichPlayer.Player2),
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["H9"] = new Knight(WhichPlayer.Player2),
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["I9"] = new Lance(WhichPlayer.Player2)
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};
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}
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}
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