Files
Shogi/Shogi.Domain/ValueObjects/ShogiBoard.cs
2024-10-25 10:30:47 -05:00

302 lines
10 KiB
C#

using Shogi.Domain.YetToBeAssimilatedIntoDDD;
namespace Shogi.Domain.ValueObjects;
/// <summary>
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
/// The board is always from Player1's perspective.
/// [0,0] is the lower-left position, [8,8] is the higher-right position
/// </summary>
public sealed class ShogiBoard
{
private readonly StandardRules rules;
private static readonly Vector2 BoardSize = new Vector2(9, 9);
public ShogiBoard(BoardState initialState)
{
BoardState = initialState;
rules = new StandardRules(BoardState);
}
public BoardState BoardState { get; }
/// <summary>
/// Move a piece from a board position to another board position, potentially capturing an opponents piece. Respects all rules of the game.
/// </summary>
/// <remarks>
/// The strategy involves simulating a move on a throw-away board state that can be used to
/// validate legal vs illegal moves without having to worry about reverting board state.
/// </remarks>
/// <exception cref="InvalidOperationException"></exception>
public MoveResult Move(string from, string to, bool isPromotion = false)
{
// Validate the move
var moveResult = IsMoveValid(Notation.FromBoardNotation(from), Notation.FromBoardNotation(to));
if (!moveResult.IsSuccess)
{
return moveResult;
}
// Move is valid, but is it legal?
// Check for correct player's turn.
if (BoardState.WhoseTurn != BoardState[from]!.Owner)
{
return new MoveResult(false, "Not allowed to move the opponent's pieces.");
}
// Simulate the move on a throw-away state and look for "check" and "check-mate".
var simState = new BoardState(BoardState);
moveResult = simState.Move(from, to, isPromotion);
if (!moveResult.IsSuccess)
{
return moveResult;
}
var kings = simState.State
.Where(kvp => kvp.Value?.WhichPiece == WhichPiece.King)
.Cast<KeyValuePair<string, Piece>>()
.ToArray();
if (kings.Length != 2) throw new InvalidOperationException("Unexpected scenario: board does not have two kings in play.");
// Look for threats against the kings.
InCheckResult inCheckResult = IsEitherPlayerInCheck(simState, kings);
var playerPutThemselfInCheck = BoardState.WhoseTurn == WhichPlayer.Player1
? inCheckResult.HasFlag(InCheckResult.Player1InCheck)
: inCheckResult.HasFlag(InCheckResult.Player2InCheck);
if (playerPutThemselfInCheck)
{
return new MoveResult(false, "This move puts the moving player in check, which is illega.");
}
var playerPutOpponentInCheck = BoardState.WhoseTurn == WhichPlayer.Player1
? inCheckResult.HasFlag(InCheckResult.Player2InCheck)
: inCheckResult.HasFlag(InCheckResult.Player1InCheck);
// Move is legal; mutate the real state.
BoardState.Move(from, to, isPromotion);
if (playerPutOpponentInCheck)
{
BoardState.InCheck = BoardState.WhoseTurn == WhichPlayer.Player1
? WhichPlayer.Player2
: WhichPlayer.Player1;
}
// TODO: Look for check-mate.
return new MoveResult(true);
//var simulation = new StandardRules(simState);
//// If already in check, assert the move that resulted in check no longer results in check.
//if (BoardState.InCheck == BoardState.WhoseTurn
// && simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
//{
// throw new InvalidOperationException("Unable to move because you are still in check.");
//}
//if (simulation.DidPlayerPutThemselfInCheck())
//{
// throw new InvalidOperationException("Illegal move. This move places you in check.");
//}
//var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1
// ? WhichPlayer.Player2
// : WhichPlayer.Player1;
//_ = BoardState.Move(from, to, isPromotion); // "Rules" should not be doing any data changes. "State" should do that.
//if (rules.IsOpponentInCheckAfterMove())
//{
// BoardState.InCheck = otherPlayer;
// if (rules.IsOpponentInCheckMate())
// {
// BoardState.IsCheckmate = true;
// }
//}
//else
//{
// BoardState.InCheck = null;
//}
//BoardState.WhoseTurn = otherPlayer;
}
public void Move(WhichPiece pieceInHand, string to)
{
//var index = BoardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
//if (index == -1)
//{
// throw new InvalidOperationException($"{pieceInHand} does not exist in the hand.");
//}
//if (BoardState[to] != null)
//{
// throw new InvalidOperationException("Illegal placement of piece from the hand. Destination is not empty.");
//}
//var toVector = Notation.FromBoardNotation(to);
//switch (pieceInHand)
//{
// case WhichPiece.Knight:
// {
// // Knight cannot be placed onto the farthest two ranks from the hand.
// if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y > 6
// || BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y < 2)
// {
// throw new InvalidOperationException("Illegal move. Knight has no valid moves after placement.");
// }
// break;
// }
// case WhichPiece.Lance:
// case WhichPiece.Pawn:
// {
// // Lance and Pawn cannot be placed onto the farthest rank from the hand.
// if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y == 8
// || BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y == 0)
// {
// throw new InvalidOperationException($"Illegal move. {pieceInHand} has no valid moves after placement.");
// }
// break;
// }
//}
//var tempBoard = new BoardState(BoardState);
//var simulation = new StandardRules(tempBoard);
//var moveResult = simulation.Move(pieceInHand, to);
//if (!moveResult.Success)
//{
// throw new InvalidOperationException(moveResult.Reason);
//}
//// If already in check, assert the move that resulted in check no longer results in check.
//if (BoardState.InCheck == BoardState.WhoseTurn
// && simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
//{
// throw new InvalidOperationException("Unable to drop piece becauase you are still in check.");
//}
//if (simulation.DidPlayerPutThemselfInCheck())
//{
// throw new InvalidOperationException("Illegal move. This move places you in check.");
//}
//// Update the non-simulation board.
//var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1
// ? WhichPlayer.Player2
// : WhichPlayer.Player1;
//_ = rules.Move(pieceInHand, to);
//if (rules.IsOpponentInCheckAfterMove())
//{
// BoardState.InCheck = otherPlayer;
// // A pawn, placed from the hand, cannot be the cause of checkmate.
// if (rules.IsOpponentInCheckMate() && pieceInHand != WhichPiece.Pawn)
// {
// BoardState.IsCheckmate = true;
// }
//}
//var kingPosition = otherPlayer == WhichPlayer.Player1
// ? tempBoard.Player1KingPosition
// : tempBoard.Player2KingPosition;
//BoardState.WhoseTurn = otherPlayer;
}
public GameOverResult EvaluateGameOver()
{
}
private static InCheckResult IsEitherPlayerInCheck(BoardState simState, KeyValuePair<string, Piece>[] kings)
{
return simState.State
.Where(kvp => kvp.Value != null)
.Cast<KeyValuePair<string, Piece>>()
.Aggregate(InCheckResult.NobodyInCheck, (inCheckResult, kvp) =>
{
var newInCheckResult = inCheckResult;
var threatPiece = kvp.Value;
var opposingKingPosition = Notation.FromBoardNotation(kings.Single(king => king.Value.Owner != threatPiece.Owner).Key);
var positionsThreatened = threatPiece.GetPathFromStartToEnd(Notation.FromBoardNotation(kvp.Key), opposingKingPosition);
foreach (var position in positionsThreatened)
{
// No piece at this position, so pathing is unobstructed. Continue pathing.
if (simState[position] == null) continue;
var threatenedPiece = simState[position]!;
if (threatenedPiece.WhichPiece == WhichPiece.King && threatenedPiece.Owner != threatPiece.Owner)
{
newInCheckResult |= threatenedPiece.Owner == WhichPlayer.Player1 ? InCheckResult.Player1InCheck : InCheckResult.Player2InCheck;
}
else
{
break;
}
}
return newInCheckResult;
});
}
/// <summary>
/// The purpose is to ensure a proposed board move is valid with regard to the moved piece's rules.
/// This event does not worry about check or check-mate, or if a move is legal according to all Shogi rules.
/// It asserts that a proposed move is possible and worthy of further validation (check, check-mate, etc).
/// </summary>
private MoveResult IsMoveValid(Vector2 from, Vector2 to)
{
if (IsWithinBounds(from) && IsWithinBounds(to))
{
if (BoardState[to]?.WhichPiece == WhichPiece.King)
{
return new MoveResult(false, "Kings may not be captured.");
}
var piece = BoardState[from];
if (piece == null)
{
return new MoveResult(false, $"There is no piece at position {from}.");
}
var matchingPaths = piece.MoveSet.Where(p => p.NormalizedStep == Vector2.Normalize(to - from));
if (!matchingPaths.Any())
{
return new MoveResult(false, "Piece cannot move like that.");
}
var multiStepPaths = matchingPaths.Where(path => path.Distance == YetToBeAssimilatedIntoDDD.Pathing.Distance.MultiStep).ToArray();
foreach (var path in multiStepPaths)
{
// Assert that no pieces exist along the from -> to path.
var isPathObstructed = GetPositionsAlongPath(from, to, path)
.Any(pos => BoardState[pos] != null);
if (isPathObstructed)
{
return new MoveResult(false, "Piece cannot move through other pieces.");
}
}
var pieceAtTo = BoardState[to];
if (pieceAtTo?.Owner == piece.Owner)
{
return new MoveResult(false, "Cannot capture your own pieces.");
}
}
return new MoveResult(true);
}
private static IEnumerable<Vector2> GetPositionsAlongPath(Vector2 from, Vector2 to, YetToBeAssimilatedIntoDDD.Pathing.Path path)
{
var next = from;
while (next != to && next.X >= 0 && next.X < 9 && next.Y >= 0 && next.Y < 9)
{
next += path.Step;
yield return next;
}
}
private static bool IsWithinBounds(Vector2 position)
{
var isPositive = position - position == Vector2.Zero;
return isPositive && position.X <= BoardSize.X && position.Y <= BoardSize.Y;
}
}