dev: refactoring things to be more OOP! whoop whoop

Still struggling to understand all these concepts, and I will admit
to using ChatGPT to try and explain where I was going wrong which
did help quite a bit. But if I get this right it will be much
more robust and less "fragile" as they say.
This commit is contained in:
A.M. Rowsell 2025-09-13 11:18:27 -04:00
commit a56fb4d60f
Signed by untrusted user who does not match committer: amr
GPG key ID: E0879EDBDB0CA7B1
4 changed files with 32 additions and 57 deletions

View file

@ -13,7 +13,7 @@
#include <memory>
#include <string>
#include <vector>
#include "Piece.hpp"
// suggested to forward declare here, and put include in the .cpp
class Piece;
@ -28,24 +28,19 @@ class Board {
// let's get super object-oriented, baby
// these help the getters and setters access the boardGrid
// and also make them shorter and less duplicative
inline std::unique_ptr<Piece>& at(int r, int f) {
return boardGrid[r][f];
}
inline const std::unique_ptr<Piece>& at(int r, int f) const {
std::unique_ptr<Piece>& at(int r, int f) {
return boardGrid[r][f];
}
inline std::unique_ptr<Piece>& at(Rank rank, File file) {
return boardGrid[static_cast<int>(rank)][static_cast<int>(file)];
}
inline const std::unique_ptr<Piece>& at(Rank rank, File file) const {
return boardGrid[static_cast<int>(rank)][static_cast<int>(file)];
const std::unique_ptr<Piece>& at(int r, int f) const {
return boardGrid[r][f];
}
inline std::unique_ptr<Piece>& at(const Square& sq) {
std::unique_ptr<Piece>& at(const Square& sq) {
return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
}
inline const std::unique_ptr<Piece>& at(const Square& sq) const {
const std::unique_ptr<Piece>& at(const Square& sq) const {
return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
}
public:
@ -53,40 +48,31 @@ class Board {
virtual ~Board();
// These are to allow Piece to access Board in a controlled way
// --- GETTERS ---
// ----- Getters -----
Piece* getPieceAt(int r, int f) { return at(r, f).get(); }
const Piece* getPieceAt(int r, int f) const { return at(r, f).get(); }
Piece* getPieceAt(Rank rank, File file) { return at(rank, file).get(); }
const Piece* getPieceAt(Rank rank, File file) const { return at(rank, file).get(); }
Piece* getPieceAt(const Square& sq) { return at(sq).get(); }
const Piece* getPieceAt(const Square& sq) const { return at(sq).get(); }
// --- SETTERS ---
// ----- Setters -----
void setPieceAt(int r, int f, std::unique_ptr<Piece> piece) { at(r, f) = std::move(piece); }
void clearSquare(int r, int f) { at(r, f).reset(); }
void setPieceAt(Rank rank, File file, std::unique_ptr<Piece> piece) { at(rank, file) = std::move(piece); }
void clearSquare(Rank rank, File file) { at(rank, file).reset(); }
void setPieceAt(const Square& sq, std::unique_ptr<Piece> piece) { at(sq) = std::move(piece); }
void clearSquare(int r, int f) { at(r, f).reset(); }
void clearSquare(const Square& sq) { at(sq).reset(); }
// --- CHECKERS ---
// ----- Utility -----
bool isSquareEmpty(int r, int f) const { return at(r, f) == nullptr; }
bool isSquareEmpty(Rank rank, File file) const { return at(rank, file) == nullptr; }
bool isSquareEmpty(const Square& sq) const { return at(sq) == nullptr; }
void setupInitialPosition();
void clearBoard();
std::unique_ptr<Piece> &getPieceAt(Square square);
void movePiece(Square from, Square to);
void nextTurn();
int setupFromFEN(std::string strFEN);
bool isInBounds(Square square) const;
bool isEmpty(Square square) const;
// serial shift register stuff
uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position
void deserializeBoard(uint64_t incomingBoard);