167 lines
7.3 KiB
C#
167 lines
7.3 KiB
C#
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
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using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
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namespace Shogi.Domain.ValueObjects
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{
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internal class StandardRules
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{
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private readonly BoardState boardState;
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internal StandardRules(BoardState board)
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{
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boardState = board;
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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 DidPlayerPutThemselfInCheck()
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{
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if (boardState.PreviousMove.From == null)
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{
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// You can't place yourself in check by placing a piece from your hand.
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return false;
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}
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var previousMovedPiece = boardState[boardState.PreviousMove.To];
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if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMove.To}.");
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var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
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var isDiscoverCheck = 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.PreviousMove.From.Value);
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var slope = Math.Abs(direction.Y / direction.X);
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var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From.Value, Vector2.Normalize(direction));
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var threat = boardState.QueryFirstPieceInPath(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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isDiscoverCheck = 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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isDiscoverCheck = 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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isDiscoverCheck = 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 isDiscoverCheck;
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}
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internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);
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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.QueryFirstPieceInPath(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 IsOpponentInCheckMate()
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{
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// Assume checkmate, then try to disprove.
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if (!boardState.InCheck.HasValue) return false;
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// Get all pieces from opponent who threaten the king in question.
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var opponent = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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var tilesOccupiedByOpponent = boardState.GetTilesOccupiedBy(opponent);
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var kingPosition = boardState.WhoseTurn == WhichPlayer.Player1
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? boardState.Player1KingPosition
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: boardState.Player2KingPosition;
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var threats = tilesOccupiedByOpponent.Where(tile => PieceHasLineOfSight(tile, kingPosition)).ToList();
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if (threats.Count == 1)
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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 = threats.Single();
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var pathFromThreatToKing = threat.Value.GetPathFromStartToEnd(threat.Key, kingPosition);
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var tilesThatCouldBlockTheThreat = boardState.GetTilesOccupiedBy(boardState.WhoseTurn);
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foreach (var threatBlockingPosition in pathFromThreatToKing)
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{
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var tilesThatDoBlockThreat = tilesThatCouldBlockTheThreat
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.Where(tile => PieceHasLineOfSight(tile, threatBlockingPosition))
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.ToList();
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if (tilesThatDoBlockThreat.Any())
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{
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return false; // Cannot be check-mate if a piece can intercept the threat.
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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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/*
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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 (var maybeSafePosition in GetPossiblePositionsForKing(boardState.WhoseTurn))
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{
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threats = tilesOccupiedByOpponent
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.Where(tile => PieceHasLineOfSight(tile, maybeSafePosition))
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.ToList();
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if (!threats.Any())
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{
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return false;
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}
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}
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}
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return true;
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}
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private List<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
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{
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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 paths = boardState[kingPosition]!.MoveSet;
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return paths
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.Select(path => path.Step + kingPosition)
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// Because the king could be on the edge of the board, where some of its paths do not make sense.
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.Where(newPosition => newPosition.IsInsideBoardBoundary())
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// Where tile at position is empty, meaning the king could move there.
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.Where(newPosition => boardState[newPosition] == null)
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.ToList();
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}
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private bool PieceHasLineOfSight(BoardTile tile, Vector2 lineOfSightTarget)
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{
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var path = tile.Value.GetPathFromStartToEnd(tile.Key, lineOfSightTarget);
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return path
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.SkipLast(1)
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.All(position => boardState[Notation.ToBoardNotation(position)] == null);
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}
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}
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}
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