dev: added Pawn movement checks, working through legal move logic
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c577c23f1f
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2 changed files with 102 additions and 2 deletions
80
Piece.cpp
80
Piece.cpp
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@ -58,7 +58,7 @@ std::vector<Move> Rook::getLegalMoves(const Square &from, const Board &board) co
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if (!target) {
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if (!target) {
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moveList.push_back({from,
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moveList.push_back({from,
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targetSquare});
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targetSquare});
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} else if (target->getColour() != this->colour) {
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} else if (target->getColour() != this->getColour()) {
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moveList.push_back({from,
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moveList.push_back({from,
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targetSquare});
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targetSquare});
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break;
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break;
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@ -94,6 +94,84 @@ std::vector<Move> Bishop::getLegalMoves(const Square &from, const Board &board)
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std::vector<Move> Pawn::getLegalMoves(const Square &from, const Board &board) const {
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std::vector<Move> Pawn::getLegalMoves(const Square &from, const Board &board) const {
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std::vector<Move> moveList;
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std::vector<Move> moveList;
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const int directions[2][4][2] = {
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{ // black
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{-1, 0}, // Up
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{-2, 0}, // 2up first move
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{-1, 1}, // attack to right
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{-1, -1} // attack to left
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},
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{ // white
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{1, 0}, // down
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{2, 0}, // 2down first move
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{1, 1}, // attack to right
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{1, -1} // attack to left
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}
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};
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if (this->getColour() == PIECE_BLACK) {
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// go through black options
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for (auto &dir : directions[0]) {
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int r = from.rank + dir[0];
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int f = from.file + dir[1];
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if (r >= 0 && r < 8 && f >= 0 && f < 8) { // no need for a while loop as we only have finite moves in limited directions
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const auto& target = board.boardGrid[r][f];
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auto ra = static_cast<Rank> (r);
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auto fi = static_cast<File> (f);
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Square targetSquare = {ra, fi};
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if (dir[0] == -2 && !this->checkIfMoved()) {
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// then 2 is potentially legal
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if (!target && !(board.boardGrid[r + 1][f])) // check both squares for pieces of any colour
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moveList.push_back({from, targetSquare});
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else
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break;
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} else if (abs(dir[1]) == 1) { // attempted capture (diagonal)
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if (target && target->getColour() != this->getColour()) {
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// legal capture
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moveList.push_back({from, targetSquare});
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} else {
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break;
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}
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} else { // normal one square forward
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if (!target)
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moveList.push_back({from, targetSquare});
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}
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// now check if we are on 8th rank, for promotion
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}
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}
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} else if (this->getColour() == PIECE_WHITE) {
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for (auto &dir : directions[1]) {
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// go through white options
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int r = from.rank + dir[0];
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int f = from.file + dir[1];
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if (r >= 0 && r < 8 && f >= 0 && f < 8) { // no need for a while loop as we only have finite moves in limited directions
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const auto& target = board.boardGrid[r][f];
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auto ra = static_cast<Rank> (r);
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auto fi = static_cast<File> (f);
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Square targetSquare = {ra, fi};
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if (dir[0] == 2 && !this->checkIfMoved()) {
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// then 2 is potentially legal
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if (!target && !(boardGrid[r - 1][f]))
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moveList.push_back({from, targetSquare});
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else
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break;
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} else if (abs(dir[1]) == 1) { // attempted capture (diagonal)
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if (target && target->getColour() != this->getColour()) { // can only move there if it's a capture
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// legal capture
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moveList.push_back({from, targetSquare});
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} else {
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break;
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}
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} else { // normal one square forward
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if (!target)
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moveList.push_back({from, targetSquare});
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}
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// now check if we are on 8th rank, for promotion
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}
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}
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}
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return moveList;
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return moveList;
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}
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}
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24
Piece.hpp
24
Piece.hpp
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@ -48,12 +48,13 @@ struct Move {
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};
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};
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class Piece {
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class Piece {
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friend class Board;
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friend class Board;
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protected:
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protected:
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PieceColour colour;
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PieceColour colour;
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bool hasMoved = false;
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bool hasMoved = false;
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public:
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public:
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Piece(PieceColour pColour) : colour(pColour) {
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Piece(PieceColour pColour) : colour(pColour) {
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}
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}
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virtual ~Piece();
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virtual ~Piece();
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@ -62,17 +63,34 @@ public:
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PieceColour getColour() const {
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PieceColour getColour() const {
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return colour;
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return colour;
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}
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}
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bool checkIfMoved() const {
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return hasMoved;
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}
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};
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};
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class King : public Piece {
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class King : public Piece {
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friend class Board;
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public:
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public:
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King(PieceColour colour) : Piece(colour) {
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King(PieceColour colour) : Piece(colour) {
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}
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}
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virtual std::vector<Move> getLegalMoves(const Square &from, const Board &board) const override;
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virtual std::vector<Move> getLegalMoves(const Square &from, const Board &board) const override;
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bool checkForCheck() const {
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return inCheck;
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}
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bool checkForCastle() const {
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return canCastle;
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}
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protected:
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bool canCastle = true;
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bool inCheck = false;
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};
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};
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class Rook : public Piece {
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class Rook : public Piece {
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friend class Board;
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public:
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public:
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Rook(PieceColour colour) : Piece(colour) {
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Rook(PieceColour colour) : Piece(colour) {
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@ -81,6 +99,7 @@ public:
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};
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};
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class Queen : public Piece {
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class Queen : public Piece {
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friend class Board;
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public:
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public:
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Queen(PieceColour colour) : Piece(colour) {
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Queen(PieceColour colour) : Piece(colour) {
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@ -89,6 +108,7 @@ public:
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};
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};
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class Knight : public Piece {
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class Knight : public Piece {
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friend class Board;
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public:
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public:
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Knight(PieceColour colour) : Piece(colour) {
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Knight(PieceColour colour) : Piece(colour) {
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@ -97,6 +117,7 @@ public:
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};
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};
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class Bishop : public Piece {
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class Bishop : public Piece {
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friend class Board;
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public:
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public:
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Bishop(PieceColour colour) : Piece(colour) {
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Bishop(PieceColour colour) : Piece(colour) {
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@ -105,6 +126,7 @@ public:
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};
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};
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class Pawn : public Piece {
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class Pawn : public Piece {
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friend class Board;
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public:
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public:
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Pawn(PieceColour colour) : Piece(colour) {
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Pawn(PieceColour colour) : Piece(colour) {
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