feat: en passant generally implemented
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1842e25918
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10a4dcb60b
4 changed files with 53 additions and 12 deletions
24
Board.cpp
24
Board.cpp
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@ -288,7 +288,29 @@ void Board::nextTurn() {
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}
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}
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void Board::movePiece(Square from, Square to) {
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void Board::movePiece(Square from, Square to) {
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return;
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Piece *movingPiece = getPieceAt(from);
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if(!movingPiece) return;
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Square newEnPassantTarget = {INVALID_RANK, INVALID_FILE};
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if(movingPiece->getPieceType() == PAWN) {
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// Check if it's a 2-square move
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if(abs(to.rank - from.rank) == 2) {
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int dir = (to.rank > from.rank) ? -1 : 1;
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newEnPassantTarget = {static_cast<Rank>(to.rank + dir), from.file};
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}
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// Check if it's an en passant capture (diagonal move to an empty square)
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else if(to.file != from.file && isSquareEmpty(to)) {
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// The captured pawn is on the same rank as 'from', but the file of 'to'
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clearSquare(from.rank, to.file);
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}
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}
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// Move the piece
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setPieceAt(to, std::move(boardGrid[from.rank][from.file]));
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clearSquare(from);
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enPassantTargetSquare = newEnPassantTarget;
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}
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}
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void Board::deserializeBoard(uint64_t incomingBoard) {
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void Board::deserializeBoard(uint64_t incomingBoard) {
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@ -392,6 +392,10 @@ std::vector<Move> Pawn::getLegalMoves(const Square &from, Board &board) const {
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if(target && target->getColour() != this->getColour()) {
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if(target && target->getColour() != this->getColour()) {
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// legal capture
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// legal capture
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moveList.push_back({from, targetSquare});
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moveList.push_back({from, targetSquare});
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} else if(targetSquare.rank == board.getEnPassantTargetSquare().rank &&
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targetSquare.file == board.getEnPassantTargetSquare().file) {
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// en passant capture
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moveList.push_back({from, targetSquare});
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} else
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} else
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continue;
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continue;
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} else { // normal one square forward
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} else { // normal one square forward
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@ -419,6 +423,10 @@ std::vector<Move> Pawn::getLegalMoves(const Square &from, Board &board) const {
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if(target && target->getColour() != this->getColour()) { // can only move there if it's a capture
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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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// legal capture
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moveList.push_back({from, targetSquare});
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moveList.push_back({from, targetSquare});
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} else if(targetSquare.rank == board.getEnPassantTargetSquare().rank &&
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targetSquare.file == board.getEnPassantTargetSquare().file) {
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// en passant capture
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moveList.push_back({from, targetSquare});
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} else
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} else
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continue;
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continue;
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} else { // normal one square forward
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} else { // normal one square forward
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@ -48,10 +48,12 @@ class Board {
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* It is a 2D vector of Piece types, or nullptr for empty squares
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* It is a 2D vector of Piece types, or nullptr for empty squares
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* @image html boardGrid.svg "Logical diagram of boardGrid vector" */
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* @image html boardGrid.svg "Logical diagram of boardGrid vector" */
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Players playerTurn;
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Players playerTurn;
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Square enPassantTargetSquare = {INVALID_RANK, INVALID_FILE};
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// let's get super object-oriented, baby
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// let's get super object-oriented, baby
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// these help the getters and setters access the boardGrid
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// these help the getters and setters access the boardGrid
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// and also make them shorter and less duplicative
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// and also make them shorter and less duplicative
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std::unique_ptr<Piece>& at(int r, int f) {
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std::unique_ptr<Piece> &at(int r, int f) {
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return boardGrid[r][f];
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return boardGrid[r][f];
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}
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}
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@ -59,11 +61,11 @@ class Board {
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return boardGrid[r][f];
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return boardGrid[r][f];
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}
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}
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std::unique_ptr<Piece> &at(const Square& sq) {
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std::unique_ptr<Piece> &at(const Square &sq) {
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return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
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return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
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}
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}
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const std::unique_ptr<Piece> &at(const Square& sq) const {
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const std::unique_ptr<Piece> &at(const Square &sq) const {
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return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
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return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
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}
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}
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public:
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public:
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@ -73,40 +75,50 @@ class Board {
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// These are to allow Piece to access Board in a controlled way
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// These are to allow Piece to access Board in a controlled way
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// instead of adding a friend declaration for every subclass
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// instead of adding a friend declaration for every subclass
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// ----- Getters -----
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// ----- Getters -----
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Piece* getPieceAt(int r, int f) {
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Piece *getPieceAt(int r, int f) {
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return at(r, f).get();
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return at(r, f).get();
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}
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}
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const Piece* getPieceAt(int r, int f) const {
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const Piece *getPieceAt(int r, int f) const {
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return at(r, f).get();
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return at(r, f).get();
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}
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}
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Piece* getPieceAt(const Square& sq) {
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Piece *getPieceAt(const Square &sq) {
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return at(sq).get();
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return at(sq).get();
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}
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}
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const Piece* getPieceAt(const Square& sq) const {
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const Piece *getPieceAt(const Square &sq) const {
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return at(sq).get();
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return at(sq).get();
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}
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}
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Square getEnPassantTargetSquare() const {
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return enPassantTargetSquare;
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}
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// ----- Setters -----
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// ----- Setters -----
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void setPieceAt(int r, int f, std::unique_ptr<Piece> piece) {
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void setPieceAt(int r, int f, std::unique_ptr<Piece> piece) {
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at(r, f) = std::move(piece);
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at(r, f) = std::move(piece);
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}
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}
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void setPieceAt(const Square& sq, std::unique_ptr<Piece> piece) {
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void setPieceAt(const Square &sq, std::unique_ptr<Piece> piece) {
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at(sq) = std::move(piece);
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at(sq) = std::move(piece);
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}
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}
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void clearSquare(int r, int f) {
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void clearSquare(int r, int f) {
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at(r, f).reset();
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at(r, f).reset();
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}
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}
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void clearSquare(const Square& sq) {
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void clearSquare(const Square &sq) {
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at(sq).reset();
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at(sq).reset();
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}
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}
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void setEnPassantTargetSquare(Square sq) {
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enPassantTargetSquare = sq;
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}
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void clearEnPassantTargetSquare() {
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enPassantTargetSquare = {INVALID_RANK, INVALID_FILE};
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}
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// ----- Utility -----
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// ----- Utility -----
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bool isSquareEmpty(int r, int f) const {
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bool isSquareEmpty(int r, int f) const {
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return at(r, f) == nullptr;
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return at(r, f) == nullptr;
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}
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}
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bool isSquareEmpty(const Square& sq) const {
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bool isSquareEmpty(const Square &sq) const {
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return at(sq) == nullptr;
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return at(sq) == nullptr;
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}
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}
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@ -228,7 +228,6 @@ class Pawn : public Piece {
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virtual std::vector<Move> getLegalMoves(const Square &from, Board &board) const override;
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virtual std::vector<Move> getLegalMoves(const Square &from, Board &board) const override;
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void promote(const Square &promotionSquare, Board &board, PieceType promoteTo);
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void promote(const Square &promotionSquare, Board &board, PieceType promoteTo);
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protected:
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protected:
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bool vulnEnPassant = false;
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bool firstMove = true;
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bool firstMove = true;
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};
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};
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#endif // PIECE_HPP
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#endif // PIECE_HPP
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