Files
Shogi/Shogi.Domain/ValueObjects/Piece.cs
2024-10-11 11:10:38 -05:00

127 lines
3.9 KiB
C#

using Shogi.Domain.Other;
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
using System.Diagnostics;
namespace Shogi.Domain.ValueObjects
{
[DebuggerDisplay("{WhichPiece} {Owner}")]
public abstract record class Piece : IRulesLifecycle<Piece>
{
public static Piece Create(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
{
return piece switch
{
WhichPiece.King => new King(owner, isPromoted),
WhichPiece.GoldGeneral => new GoldGeneral(owner, isPromoted),
WhichPiece.SilverGeneral => new SilverGeneral(owner, isPromoted),
WhichPiece.Bishop => new Bishop(owner, isPromoted),
WhichPiece.Rook => new Rook(owner, isPromoted),
WhichPiece.Knight => new Knight(owner, isPromoted),
WhichPiece.Lance => new Lance(owner, isPromoted),
WhichPiece.Pawn => new Pawn(owner, isPromoted),
_ => throw new ArgumentException($"Unknown {nameof(WhichPiece)} when cloning a {nameof(Piece)}.")
};
}
public abstract IEnumerable<Path> MoveSet { get; }
public WhichPiece WhichPiece { get; }
public WhichPlayer Owner { get; private set; }
public bool IsPromoted { get; private set; }
public bool IsUpsideDown => Owner == WhichPlayer.Player2;
protected Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
{
WhichPiece = piece;
Owner = owner;
IsPromoted = isPromoted;
}
public bool CanPromote => !IsPromoted
&& WhichPiece != WhichPiece.King
&& WhichPiece != WhichPiece.GoldGeneral;
public void Promote() => IsPromoted = CanPromote;
/// <summary>
/// Prep the piece for capture by changing ownership and demoting.
/// </summary>
public void Capture(WhichPlayer newOwner)
{
Owner = newOwner;
IsPromoted = false;
}
/// <summary>
/// Respecting the move-set of the Piece, collect all positions along the shortest path from start to end.
/// Useful if you need to iterate a move-set.
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
/// <returns>An empty list if the piece cannot legally traverse from start to end. Otherwise, a list of positions.</returns>
public IEnumerable<Vector2> GetPathFromStartToEnd(Vector2 start, Vector2 end)
{
var steps = new List<Vector2>(10);
var path = MoveSet.GetNearestPath(start, end);
var position = start;
while (Vector2.Distance(start, position) < Vector2.Distance(start, end))
{
position += path.NormalizedDirection;
steps.Add(position);
if (path.Distance == Distance.OneStep) break;
}
if (position == end)
{
return steps;
}
return Array.Empty<Vector2>();
}
#region IRulesLifecycle
public RulesLifecycleResult OnMoveValidation(MoveValidationContext<Piece> ctx)
{
var paths = this.MoveSet;
var matchingPaths = paths.Where(p => p.NormalizedDirection == Vector2.Normalize(ctx.To - ctx.From));
if (!matchingPaths.Any())
{
return new RulesLifecycleResult(IsError: true, "Piece cannot move like that.");
}
var multiStepPaths = matchingPaths.Where(p => p.Distance == Distance.MultiStep).ToArray();
foreach (var path in multiStepPaths)
{
// Assert that no pieces exist along the from -> to path.
var isPathObstructed = GetPositionsAlongPath(ctx.From, ctx.To, path)
.Any(pos => ctx.BoardState[(int)pos.X, (int)pos.Y] != null);
if (isPathObstructed)
{
return new RulesLifecycleResult(IsError: true, "Piece cannot move through other pieces.");
}
}
var pieceAtTo = ctx.BoardState[(int)ctx.To.X, (int)ctx.To.Y];
if (pieceAtTo?.Owner == this.Owner)
{
return new RulesLifecycleResult(IsError: true, "Cannot capture your own pieces.");
}
return new RulesLifecycleResult(IsError: false);
static IEnumerable<Vector2> GetPositionsAlongPath(Vector2 from, Vector2 to, Path path)
{
var next = from;
while (next != to && next.X >= 0 && next.X < 9 && next.Y >= 0 && next.Y < 9)
{
next += path.NormalizedDirection;
yield return next;
}
}
}
#endregion
}
}