Exemple #1
0
// [TestMethod, Description("")]
TEST_F(MoveCheckTest, testIsCheck)
{

	Position pos;

	Sfen::LoadPosition(pos, sfen);

	Move movedata = Sfen::ParseMove(pos, "7b8b+");

	ASSERT_EQ(MoveCheck::IsCheck(pos), false);

	pos.DoMove(movedata);

	ASSERT_EQ(MoveCheck::IsCheck(pos), true);

	Sfen::LoadPosition(pos, sfen2);
	movedata = Sfen::ParseMove(pos, "S*6h");

	ASSERT_EQ(MoveCheck::IsCheck(pos), false);
	pos.DoMove(movedata);

	ASSERT_EQ(MoveCheck::IsCheck(pos), true);

}
Exemple #2
0
// [TestMethod, Description("")]
TEST_F(MoveCheckTest, testCanPromota)
{
	Position pos;
	
	Sfen::LoadPosition(pos, sfen2);

	int i = 0;

	for (auto str : moves)
	{
		Move movedata = Sfen::ParseMove(pos, str);
		ASSERT_EQ(MoveCheck::CanPromota(movedata), promotions[i]);

		if (is_move(movedata.move_type()))
		{
			pos.DoMove(movedata);
		}
		i++;
	}


}
Exemple #3
0
// [TestMethod, Description("IsValidのテスト")]
TEST_F(MoveCheckTest, testIsValid)
{
	Position pos;
	
	Sfen::LoadPosition(pos, sfen2);

	int i = 0;

	for (auto& str: moves)
	{
		Move movedata2 = Sfen::ParseMove(pos, str);

		if (is_move(movedata2.move_type()))
		{
			ASSERT_EQ(MoveCheck::IsValid(pos, movedata2), true);

			pos.DoMove(movedata2);
		}
		i++;
	}

	Sfen::LoadPosition(pos, sfen2);

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::PASS)), true);

	Move movedata(MoveType::NORMAL);

	ASSERT_EQ(MoveCheck::IsValid(pos, movedata), false);
	movedata.set_to(Square::SQ_68);
	ASSERT_EQ(MoveCheck::IsValid(pos, movedata), false);
	movedata.set_piece(Piece::W_SILVER);
	movedata.set_side(WHITE);
	ASSERT_EQ(MoveCheck::IsValid(pos, movedata), false);
	movedata.set_move_type(MoveType::DROP);
	ASSERT_EQ(MoveCheck::IsValid(pos, movedata), true);
	movedata.set_piece(Piece::B_SILVER);
	ASSERT_EQ(MoveCheck::IsValid(pos, movedata), false);

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_36, Piece::W_GOLD, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_37, Piece::W_SILVER, Piece::NO_PIECE)), true);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::NORMAL, Square::SQ_81, Square::SQ_73, Piece::W_KNIGHT, Piece::NO_PIECE)), false);

	// Drop可否判定
	Sfen::LoadPosition(pos, sfen3);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_99, Piece::W_PAWN, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_28, Piece::W_PAWN, Piece::NO_PIECE)), true);

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_69, Piece::W_LANCE, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_38, Piece::W_LANCE, Piece::NO_PIECE)), true);

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_89, Piece::W_KNIGHT, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_48, Piece::W_KNIGHT, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_77, Piece::W_KNIGHT, Piece::NO_PIECE)), true);
	// 打ち歩詰め判定

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_77, Piece::W_PAWN, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_77, Piece::W_LANCE, Piece::NO_PIECE)), true);

	// Drop可否判定
	Sfen::LoadPosition(pos, sfen4);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_11, Piece::B_PAWN, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_82, Piece::B_PAWN, Piece::NO_PIECE)), true);

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_41, Piece::B_LANCE, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_72, Piece::B_LANCE, Piece::NO_PIECE)), true);

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_21, Piece::B_KNIGHT, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_62, Piece::B_KNIGHT, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_33, Piece::B_KNIGHT, Piece::NO_PIECE)), true);
	// 打ち歩詰め判定

	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_33, Piece::B_PAWN, Piece::NO_PIECE)), false);
	ASSERT_EQ(MoveCheck::IsValid(pos, Move(MoveType::DROP, SQ_NONE, Square::SQ_33, Piece::B_LANCE, Piece::NO_PIECE)), true);


}