285 lines
9.4 KiB
C#
285 lines
9.4 KiB
C#
using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo("Shogi.Domain.UnitTests")]
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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 boardState;
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internal StandardRules(ShogiBoardState board)
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{
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this.boardState = board;
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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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/// </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 = ShogiBoardState.FromBoardNotation(fromNotation);
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var to = ShogiBoardState.FromBoardNotation(toNotation);
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var fromPiece = boardState[from];
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if (fromPiece == null)
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{
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return new MoveResult(false, $"Tile [{fromNotation}] is empty. There is no piece to move.");
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}
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if (fromPiece.Owner != boardState.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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var path = fromPiece.GetPathFromStartToEnd(from, to);
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if (boardState.IsPathBlocked(path))
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{
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return new MoveResult(false, "Another piece obstructs the desired move.");
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}
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if (boardState[to] != null)
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{
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boardState.Capture(to);
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}
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if (isPromotionRequested && (boardState.IsWithinPromotionZone(to) || boardState.IsWithinPromotionZone(from)))
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{
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fromPiece.Promote();
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}
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boardState[to] = fromPiece;
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boardState[from] = null;
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boardState.RememberAsMostRecentMove(from, to);
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var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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boardState.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 if 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 to = ShogiBoardState.FromBoardNotation(toNotation);
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var index = boardState.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 (boardState[to] != 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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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 ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y > 6)
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|| (boardState.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 ((boardState.WhoseTurn == WhichPlayer.Player1 && to.Y == 8)
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|| (boardState.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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boardState[to] = boardState.ActivePlayerHand[index];
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boardState.ActivePlayerHand.RemoveAt(index);
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//MoveHistory.Add(move);
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return new MoveResult(true);
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}
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/// <summary>
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/// Determines if the last move put the player who moved in check.
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/// </summary>
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/// <remarks>
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/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance.
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/// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
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/// </remarks>
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internal bool IsPlayerInCheckAfterMove()
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{
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var previousMovedPiece = boardState[boardState.PreviousMoveTo];
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if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMoveTo}.");
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var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
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var isCheck = false;
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// Get line equation from king through the now-unoccupied location.
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var direction = Vector2.Subtract(kingPosition, boardState.PreviousMoveFrom);
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var slope = Math.Abs(direction.Y / direction.X);
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var path = ShogiBoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMoveFrom, Vector2.Normalize(direction));
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var threat = boardState.GetFirstPieceAlongPath(path);
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if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
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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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isCheck = threat.WhichPiece switch
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{
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WhichPiece.Lance => !threat.IsPromoted,
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WhichPiece.Rook => true,
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_ => false
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};
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}
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else if (slope == 1)
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{
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isCheck = threat.WhichPiece switch
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{
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WhichPiece.Bishop => true,
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_ => false
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};
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}
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else if (slope == 0)
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{
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isCheck = threat.WhichPiece switch
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{
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WhichPiece.Rook => true,
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_ => false
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};
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}
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return isCheck;
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}
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internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMoveTo);
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internal bool IsOpposingKingThreatenedByPosition(Vector2 position)
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{
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var previousMovedPiece = boardState[position];
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if (previousMovedPiece == null) return false;
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var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition;
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var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition);
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var threatenedPiece = boardState.GetFirstPieceAlongPath(path);
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if (!path.Any() || threatenedPiece == null) return false;
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return threatenedPiece.WhichPiece == WhichPiece.King;
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}
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internal bool IsPlayerInCheckMate(WhichPlayer whichPlayer)
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{
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if (!boardState.InCheck.HasValue) return false;
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// Get all pieces from "other player" who threaten the king in question.
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var otherPlayer = whichPlayer == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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var tilesOccupiedByOtherPlayer = boardState.GetTilesOccupiedBy(otherPlayer);
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if (tilesOccupiedByOtherPlayer.SingleOrDefault() != default)
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{
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/* If there is exactly one threat it is possible to block the check.
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* Foreach piece owned by whichPlayer
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* if piece can intercept check, return false;
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*/
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var threat = tilesOccupiedByOtherPlayer.Single();
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var kingPosition = whichPlayer == WhichPlayer.Player1
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? boardState.Player1KingPosition
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: boardState.Player2KingPosition;
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var tiles = boardState.GetTilesOccupiedBy(whichPlayer);
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var line = Vector2.Subtract(kingPosition, threat.Position);
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var slope = line.Y / line.X;
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foreach (var tile in tiles)
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{
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// y = mx + b; slope intercept
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// b = -mx + y;
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var b = -slope * tile.Position.X + tile.Position.Y;
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//if (tile.Position.Y = slope * tile.Position.X + )
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}
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}
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/* If no ability to block the check, maybe the king can evade check by moving.
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*
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* Foreach position the king can reach
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* Foreach piece owned by "other player", check if piece threatens king position.
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*/
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//
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return false;
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//foreach (var kvp in boardState)
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//{
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// if (kvp.Value == null) continue;
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// var position = ShogiBoardState.FromBoardNotation(kvp.Key);
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// var piece = kvp.Value;
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// foreach (var path in piece.MoveSet)
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// {
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// if (path.Distance == Distance.OneStep)
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// {
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// var move = path.Direction + position;
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// var simulationState = new ShogiBoardState(boardState);
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// var simulation = new Shogi(simulationState);
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// simulation.Move(position, move);
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// }
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// else if (path.Distance == Distance.MultiStep)
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// {
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// }
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// }
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//}
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}
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public bool EvaluateCheckmate_Old()
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{
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if (!boardState.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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boardState.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 == boardState.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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//PathEvery(from, (other, position) =>
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//{
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// var simulationBoard = new StandardRules(new ShogiBoardState(board));
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// var fromNotation = ShogiBoardState.ToBoardNotation(from);
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// var toNotation = ShogiBoardState.ToBoardNotation(position);
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// var simulationResult = simulationBoard.Move(fromNotation, toNotation, false);
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// if (simulationResult.Success)
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// {
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// //if (!IsPlayerInCheckAfterMove(from, position, board.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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// TODO: Assert that a player could not place a piece from their hand to avoid check.
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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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