Files
Shogi/Shogi.Domain/BoardState.cs
2022-06-12 12:37:32 -05:00

247 lines
7.3 KiB
C#

using Shogi.Domain.Pieces;
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.Pieces.Piece>;
namespace Shogi.Domain
{
public class BoardState
{
public delegate void ForEachDelegate(Piece element, Vector2 position);
/// <summary>
/// Key is position notation, such as "E4".
/// </summary>
private readonly Dictionary<string, Piece?> board;
public BoardState(Dictionary<string, Piece?> state)
{
board = state;
Player1Hand = new List<Piece>();
Player2Hand = new List<Piece>();
PreviousMoveTo = Vector2.Zero;
}
public BoardState()
{
board = new Dictionary<string, Piece?>(81, StringComparer.OrdinalIgnoreCase);
InitializeBoardState();
Player1Hand = new List<Piece>();
Player2Hand = new List<Piece>();
PreviousMoveTo = Vector2.Zero;
}
public Dictionary<string, Piece?> State => board;
public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
public Vector2 Player1KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
{
var piece = kvp.Value;
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
}).Key);
public Vector2 Player2KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
{
var piece = kvp.Value;
return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
}).Key);
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; }
/// <summary>
/// Copy constructor.
/// </summary>
public BoardState(BoardState 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.CreateCopy(kvp.Value);
}
WhoseTurn = other.WhoseTurn;
InCheck = other.InCheck;
IsCheckmate = other.IsCheckmate;
PreviousMoveTo = other.PreviousMoveTo;
Player1Hand.AddRange(other.Player1Hand);
Player2Hand.AddRange(other.Player2Hand);
}
public Piece? this[string notation]
{
// TODO: Validate "notation" here and throw an exception if invalid.
get => board[notation];
set => board[notation] = value;
}
public Piece? this[Vector2 vector]
{
get => this[Notation.ToBoardNotation(vector)];
set => this[Notation.ToBoardNotation(vector)] = value;
}
public Piece? this[int x, int y]
{
get => this[Notation.ToBoardNotation(x, y)];
set => this[Notation.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;
}
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 List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
.Where(kvp => kvp.Value?.Owner == whichPlayer)
.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
.ToList();
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? QueryFirstPieceInPath(IEnumerable<Vector2> path)
{
foreach (var step in path)
{
if (this[step] != null) return this[step];
}
return null;
}
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);
}
}
}