269 lines
7.3 KiB
C#
269 lines
7.3 KiB
C#
using System.Numerics;
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namespace Shogi.Domain
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{
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internal class StandardRules
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{
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private readonly ShogiBoardState board;
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private Vector2 player1KingPosition;
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private Vector2 player2KingPosition;
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public StandardRules(ShogiBoardState board)
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{
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this.board = board;
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CacheKingPositions();
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}
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private void CacheKingPositions()
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{
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this.board.ForEachNotNull((tile, position) =>
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{
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if (tile.WhichPiece == WhichPiece.King)
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{
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if (tile.Owner == WhichPlayer.Player1)
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{
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player1KingPosition = position;
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}
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else if (tile.Owner == WhichPlayer.Player2)
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{
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player2KingPosition = position;
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}
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}
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});
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}
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/// <summary>
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/// Move a piece from a board tile to another board tile.
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/// </summary>
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/// <param name="from">The position of the piece being moved expressed in board notation.</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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public MoveResult Move(string from, string to, bool isPromotion = false)
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{
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var fromPiece = board[from];
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if (fromPiece == null)
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{
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return new MoveResult(false, $"Tile [{from}] is empty. There is no piece to move.");
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}
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if (fromPiece.Owner != board.WhoseTurn)
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{
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return new MoveResult(false, "Not allowed to move the opponents piece");
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}
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if (IsPathable(move.From.Value, move.To) == false)
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{
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return new MoveResult(false, $"Proposed move is not part of the move-set for piece {fromPiece.WhichPiece}.");
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}
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var captured = board[to];
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if (captured != null)
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{
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if (captured.Owner == board.WhoseTurn)
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{
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return new MoveResult(false, "Capturing your own piece is not allowed.");
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}
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captured.Capture();
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board.Hand.Add(captured);
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}
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//Mutate the board.
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if (isPromotion)
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{
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var fromVector = ShogiBoardState.FromBoardNotation(from);
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var toVector = ShogiBoardState.FromBoardNotation(to);
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if (board.WhoseTurn == WhichPlayer.Player1 && (toVector.Y > 5 || fromVector.Y > 5))
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{
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fromPiece.Promote();
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}
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else if (board.WhoseTurn == WhichPlayer.Player2 && (toVector.Y < 3 || fromVector.Y < 3))
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{
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fromPiece.Promote();
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}
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}
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board[to] = fromPiece;
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board[from] = null;
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if (fromPiece.WhichPiece == WhichPiece.King)
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{
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if (fromPiece.Owner == WhichPlayer.Player1)
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{
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player1King.X = move.To.X;
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player1King.Y = move.To.Y;
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}
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else if (fromPiece.Owner == WhichPlayer.Player2)
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{
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player2King.X = move.To.X;
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player2King.Y = move.To.Y;
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}
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}
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MoveHistory.Add(move);
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return true;
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}
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/// <summary>
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/// Move a piece from the hand to the board.
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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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public void Move(WhichPiece pieceInHand, string to)
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{
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var index = Hand.FindIndex(p => p.WhichPiece == move.PieceFromHand);
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if (index == -1)
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{
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Error = $"{move.PieceFromHand} does not exist in the hand.";
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return false;
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}
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if (Board[move.To] != null)
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{
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Error = $"Illegal move - attempting to capture while playing a piece from the hand.";
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return false;
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}
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switch (move.PieceFromHand!.Value)
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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 && move.To.Y > 6)
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|| (WhoseTurn == WhichPlayer.Player2 && move.To.Y < 2))
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{
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Error = $"Knight has no valid moves after placed.";
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return false;
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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 && move.To.Y == 8)
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|| (WhoseTurn == WhichPlayer.Player2 && move.To.Y == 0))
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{
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Error = $"{move.PieceFromHand} has no valid moves after placed.";
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return false;
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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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Board[move.To] = Hand[index];
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Hand.RemoveAt(index);
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MoveHistory.Add(move);
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return true;
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}
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private bool IsPathable(Vector2 from, Vector2 to)
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{
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var piece = Board[from];
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if (piece == null) return false;
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var isObstructed = false;
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var isPathable = pathFinder.PathTo(from, to, (other, position) =>
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{
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if (other.Owner == piece.Owner) isObstructed = true;
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});
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return !isObstructed && isPathable;
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}
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private bool EvaluateCheckAfterMove(Move move, WhichPlayer WhichPerspective)
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{
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if (WhichPerspective == InCheck) return true; // If we already know the player is in check, don't bother.
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var isCheck = false;
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var kingPosition = WhichPerspective == WhichPlayer.Player1 ? player1King : player2King;
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// Check if the move put the king in check.
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if (pathFinder.PathTo(move.To, kingPosition)) return true;
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if (move.From.HasValue)
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{
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// Get line equation from king through the now-unoccupied location.
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var direction = Vector2.Subtract(kingPosition, move.From!.Value);
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var slope = Math.Abs(direction.Y / direction.X);
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// If absolute slope is 45°, look for a bishop along the line.
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// If absolute slope is 0° or 90°, look for a rook along the line.
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// if absolute slope is 0°, look for lance along the line.
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if (float.IsInfinity(slope))
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{
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// if slope of the move is also infinity...can skip this?
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pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
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{
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if (piece.Owner != WhichPerspective)
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{
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switch (piece.WhichPiece)
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{
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case WhichPiece.Rook:
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isCheck = true;
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break;
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case WhichPiece.Lance:
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if (!piece.IsPromoted) isCheck = true;
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break;
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}
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}
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});
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}
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else if (slope == 1)
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{
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pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
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{
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if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Bishop)
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{
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isCheck = true;
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}
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});
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}
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else if (slope == 0)
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{
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pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
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{
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if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Rook)
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{
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isCheck = true;
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}
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});
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}
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}
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else
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{
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// TODO: Check for illegal move from hand. It is illegal to place from the hand such that you check-mate your opponent.
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// Go read the shogi rules to be sure this is true.
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}
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return isCheck;
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}
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private bool EvaluateCheckmate()
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{
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if (!InCheck.HasValue) return false;
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// Assume true and try to disprove.
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var isCheckmate = true;
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Board.ForEachNotNull((piece, from) => // For each piece...
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{
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// Short circuit
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if (!isCheckmate) return;
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if (piece.Owner == InCheck) // ...owned by the player in check...
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{
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// ...evaluate if any move gets the player out of check.
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pathFinder.PathEvery(from, (other, position) =>
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{
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var simulationBoard = new Shogi(this);
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var moveToTry = new Move(from, position);
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var moveSuccess = simulationBoard.TryMove(moveToTry);
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if (moveSuccess)
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{
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if (!EvaluateCheckAfterMove(moveToTry, InCheck.Value))
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{
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isCheckmate = false;
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}
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}
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});
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}
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});
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return isCheckmate;
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}
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}
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}
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