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