King: finalizing check detection and getLegalMoves()
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7fad5e53af
commit
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4 changed files with 38 additions and 13 deletions
16
Board.cpp
16
Board.cpp
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@ -7,6 +7,7 @@
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// defined by the Mozilla Public License, v. 2.0.
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// defined by the Mozilla Public License, v. 2.0.
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#include "Board.hpp"
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#include "Board.hpp"
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#include "inc/strFuncs.hpp"
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/*
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/*
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* This is how the chessboard is organized in memory
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* This is how the chessboard is organized in memory
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@ -85,6 +86,21 @@ void Board::setupInitialPosition() {
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return;
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return;
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}
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}
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int setupFromFEN(std::string strFEN) {
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std::string field1, field2, field3, field4, field5, field6;
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std::vector<std::string> splitFEN = split(strFEN, ' ');
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if(splitFEN.size() != 6) { // a valid FEN *must* contain 6 fields
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return -1;
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}
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field1 = splitFEN[0];
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field2 = splitFEN[1];
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field3 = splitFEN[2];
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field4 = splitFEN[3];
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field5 = splitFEN[4];
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field6 = splitFEN[5];
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return 0;
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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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return;
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}
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}
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@ -35,6 +35,7 @@ class Board {
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void setupInitialPosition();
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void setupInitialPosition();
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Piece *getPieceAt(Square square);
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Piece *getPieceAt(Square square);
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void movePiece(Square from, Square to);
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void movePiece(Square from, Square to);
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int setupFromFEN(std::string strFEN);
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bool isInBounds(Square square) const;
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bool isInBounds(Square square) const;
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bool isEmpty(Square square) const;
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bool isEmpty(Square square) const;
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uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position
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uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position
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30
Piece.cpp
30
Piece.cpp
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@ -44,7 +44,6 @@ std::vector<Move> King::getLegalMoves(const Square &from, const Board &board) co
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Square targetSquare = {ra, fi};
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Square targetSquare = {ra, fi};
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if(targetSquare.isValid()) {
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if(targetSquare.isValid()) {
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const auto &target = board.boardGrid[r][f]; // examine the target square
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const auto &target = board.boardGrid[r][f]; // examine the target square
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if(!target) { // if square is empty (NULL)
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if(!target) { // if square is empty (NULL)
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moveList.push_back({from, targetSquare}); // then it's potentially a legal move
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moveList.push_back({from, targetSquare}); // then it's potentially a legal move
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} else if(target && target->getColour() != this->getColour()) { // if it's occupied with a piece of opposite colour
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} else if(target && target->getColour() != this->getColour()) { // if it's occupied with a piece of opposite colour
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@ -68,8 +67,8 @@ std::vector<Move> King::getLegalMoves(const Square &from, const Board &board) co
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* _1___2__
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* _1___2__
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* ___K____
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* ___K____
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* _5___6__
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* _5___6__
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* __7_8___
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* __7_8___
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*
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*
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*/
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*/
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std::vector<std::vector<int>> knightAttacks = {
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std::vector<std::vector<int>> knightAttacks = {
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{-1, -2}, // 1
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{-1, -2}, // 1
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@ -90,7 +89,7 @@ std::vector<Move> King::getLegalMoves(const Square &from, const Board &board) co
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bool diagonal = (abs(dir[0]) + abs(dir[1]) == 2) ? 1 : 0; // check if diagonal
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bool diagonal = (abs(dir[0]) + abs(dir[1]) == 2) ? 1 : 0; // check if diagonal
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bool knight = (abs(dir[0]) + abs(dir[1]) == 3) ? 1 : 0; // check if knight attack
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bool knight = (abs(dir[0]) + abs(dir[1]) == 3) ? 1 : 0; // check if knight attack
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while(r >= 0 && r < 8 && f >= 0 && f < 8) {
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while(r >= 0 && r < 8 && f >= 0 && f < 8) {
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auto &target = board.boardGrid[r][f]; // check what's at the square we're examining
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auto &target = board.boardGrid[r][f]; // access the square we're examining
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if(!target) {
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if(!target) {
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// empty square, continue
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// empty square, continue
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continue;
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continue;
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@ -98,14 +97,18 @@ std::vector<Move> King::getLegalMoves(const Square &from, const Board &board) co
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if(target && (target->getColour() != this->getColour())) { // is it occupied & an enemy?
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if(target && (target->getColour() != this->getColour())) { // is it occupied & an enemy?
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if((target->getPieceType() == QUEEN || target->getPieceType() == BISHOP) && diagonal) {
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if((target->getPieceType() == QUEEN || target->getPieceType() == BISHOP) && diagonal) {
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// we are being attacked diagonally on this square, so remove it
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// we are being attacked diagonally on this square, so remove it
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//moves.to.rank = 255; moves.to.file = 255; // mark as invalid???
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moves.to.rank = INVALID_RANK; moves.to.file = INVALID_FILE;
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}
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}
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if(target->getPieceType() == KNIGHT && knight) {
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else if(target->getPieceType() == KNIGHT && knight) {
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// we are being attacked by a knight, so remove it
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// we are being attacked by a knight, so remove it
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//moves.to.rank = 255; moves.to.file = 255;
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moves.to.rank = INVALID_RANK; moves.to.file = INVALID_FILE;
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}
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}
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if(target->getPieceType() == ROOK && (!diagonal && !knight)) {
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else if(target->getPieceType() == ROOK || target->getPieceType() == QUEEN && (!diagonal && !knight)) {
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// again, being attacked, remove it
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// again, being attacked, remove it
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moves.to.rank = INVALID_RANK; moves.to.file = INVALID_FILE;
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}
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if(target->getPieceType() == PAWN && (abs(r - startSquare.rank) == 1 && abs(f - startSquare.file) == 1)) {
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moves.to.rank = INVALID_RANK; moves.to.file = INVALID_FILE;
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}
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}
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}
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}
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if(target && (target->getColour() == this->getColour())) {
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if(target && (target->getColour() == this->getColour())) {
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@ -115,13 +118,18 @@ std::vector<Move> King::getLegalMoves(const Square &from, const Board &board) co
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if(!knight) {
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if(!knight) {
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r += dir[0];
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r += dir[0];
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f += dir[1];
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f += dir[1];
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} else {
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} else
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break;
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break;
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}
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}
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}
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}
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}
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}
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}
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// will this actually work?
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moveList.erase(
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std::remove_if(moveList.begin(), moveList.end(),
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[&](const Square &x) {
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return std::find(x.begin(), x.end(), !x.isValid()) != x.end();
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}),
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moveList.end());
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return moveList;
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return moveList;
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}
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}
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@ -27,11 +27,11 @@ enum PieceColour {
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};
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};
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enum Rank {
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enum Rank {
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R1 = 0, R2 = 1, R3 = 2, R4 = 3, R5 = 4, R6 = 5, R7 = 6, R8 = 7
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R1 = 0, R2 = 1, R3 = 2, R4 = 3, R5 = 4, R6 = 5, R7 = 6, R8 = 7, INVALID_RANK = 255
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};
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};
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enum File {
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enum File {
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A = 0, B = 1, C = 2, D = 3, E = 4, F = 5, G = 6, H = 7
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A = 0, B = 1, C = 2, D = 3, E = 4, F = 5, G = 6, H = 7, INVALID_FILE = 255
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};
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};
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struct Square {
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struct Square {
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