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.
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4 changed files with 32 additions and 57 deletions
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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 "inc/Board.hpp"
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#include "inc/Board.hpp"
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#include "inc/Piece.hpp"
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#include "inc/strFuncs.hpp"
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#include "inc/strFuncs.hpp"
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/*
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/*
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@ -241,8 +242,8 @@ int Board::setupFromFEN(std::string strFEN) {
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// ====== START OF FIELD 3 ======
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// ====== START OF FIELD 3 ======
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std::string k = "k", K = "K", q = "q", Q = "Q";
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std::string k = "k", K = "K", q = "q", Q = "Q";
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// yeah this is hacky af but it works... blame SO
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// yeah this is hacky af but it works... blame SO
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Piece *baseBKing = getPieceAt(blackKing).get();
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Piece *baseBKing = getPieceAt(blackKing);
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Piece *baseWKing = getPieceAt(whiteKing).get();
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Piece *baseWKing = getPieceAt(whiteKing);
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King *bKing = dynamic_cast<King *>(baseBKing);
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King *bKing = dynamic_cast<King *>(baseBKing);
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King *wKing = dynamic_cast<King *>(baseWKing);
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King *wKing = dynamic_cast<King *>(baseWKing);
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if(splitFEN[2] == "-") {
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if(splitFEN[2] == "-") {
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@ -311,7 +312,3 @@ void Board::deserializeBoard(uint64_t incomingBoard) {
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// how do we then figure out what has moved?
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// how do we then figure out what has moved?
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return;
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return;
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}
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}
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std::unique_ptr<Piece> &Board::getPieceAt(Square square) {
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return boardGrid[static_cast<int>(square.rank)][static_cast<int>(square.file)];
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}
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40
Piece.cpp
40
Piece.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 "inc/Piece.hpp"
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#include "inc/Piece.hpp"
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#include "inc/Board.hpp"
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Piece::~Piece() {
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Piece::~Piece() {
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return;
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return;
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@ -85,12 +86,10 @@ std::vector<Move> King::getLegalMoves(const Square &from, Board &board) const {
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// establish r/f for square to check
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// establish r/f for square to check
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int r = from.rank + dir[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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int f = from.file + dir[1];
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auto ra = static_cast<Rank>(r);
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Square targetSquare{static_cast<Rank>(r), static_cast<File>(f)};
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auto fi = static_cast<File>(f);
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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 Piece *target = board.getPieceAt(targetSquare); // 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 (nullptr)
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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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moveList.push_back({from, targetSquare}); // then again it's potentially legal
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moveList.push_back({from, targetSquare}); // then again it's potentially legal
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@ -135,7 +134,8 @@ std::vector<Move> King::getLegalMoves(const Square &from, Board &board) const {
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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]; // access the square we're examining
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Square targetSquare{static_cast<Rank>(r), static_cast<File>(f)};
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const Piece *target = board.getPieceAt(targetSquare); // 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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@ -204,10 +204,8 @@ std::vector<Move> Rook::getLegalMoves(const Square &from, Board &board) const {
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int r = from.rank + dir[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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int f = from.file + dir[1];
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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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const auto& target = board.boardGrid[r][f];
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Square targetSquare{static_cast<Rank>(r), static_cast<File>(f)};
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auto ra = static_cast<Rank>(r);
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const Piece *target = board.getPieceAt(targetSquare);
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auto fi = static_cast<File>(f);
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Square targetSquare = {ra, fi};
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if(!target) {
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if(!target) {
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moveList.push_back({from, targetSquare});
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moveList.push_back({from, targetSquare});
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} else if(target && target->getColour() != this->getColour()) {
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} else if(target && target->getColour() != this->getColour()) {
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@ -248,11 +246,9 @@ std::vector<Move> Queen::getLegalMoves(const Square &from, Board &board) const {
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// establish r/f for square to check
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// establish r/f for square to check
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int r = from.rank + dir[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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int f = from.file + dir[1];
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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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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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const auto &target = board.boardGrid[r][f]; // examine the target square
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Square targetSquare{static_cast<Rank>(r), static_cast<File>(f)};
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const Piece *target = board.getPieceAt(targetSquare);// 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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@ -354,13 +350,11 @@ std::vector<Move> Pawn::getLegalMoves(const Square &from, Board &board) const {
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int r = from.rank + dir[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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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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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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Square targetSquare{static_cast<Rank>(r), static_cast<File>(f)};
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auto ra = static_cast<Rank>(r);
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const Piece *target = board.getPieceAt(targetSquare);
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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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if(dir[0] == -2 && !this->checkIfMoved()) {
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// then 2 is potentially legal
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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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if(!target && board.isSquareEmpty(Square{static_cast<Rank>(r + 1), static_cast<File>(f)})) // check both squares for pieces of any colour
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moveList.push_back({from, targetSquare});
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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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@ -383,13 +377,11 @@ std::vector<Move> Pawn::getLegalMoves(const Square &from, Board &board) const {
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int r = from.rank + dir[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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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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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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Square targetSquare{static_cast<Rank>(r), static_cast<File>(f)};
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auto ra = static_cast<Rank>(r);
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const Piece *target = board.getPieceAt(targetSquare);
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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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if(dir[0] == 2 && !this->checkIfMoved()) {
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// then 2 is potentially legal
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// then 2 is potentially legal
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if(!target && !(board.boardGrid[r - 1][f]))
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if(!target && board.isSquareEmpty(Square{static_cast<Rank>(r + 1), static_cast<File>(f)}))
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moveList.push_back({from, targetSquare});
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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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@ -13,7 +13,7 @@
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#include <memory>
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#include <memory>
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#include <string>
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#include <string>
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#include <vector>
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#include <vector>
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#include "Piece.hpp"
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// suggested to forward declare here, and put include in the .cpp
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// suggested to forward declare here, and put include in the .cpp
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class Piece;
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class Piece;
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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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inline 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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}
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inline const std::unique_ptr<Piece>& at(int r, int f) const {
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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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inline std::unique_ptr<Piece>& at(Rank rank, File file) {
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const std::unique_ptr<Piece>& at(int r, int f) const {
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return boardGrid[static_cast<int>(rank)][static_cast<int>(file)];
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return boardGrid[r][f];
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}
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inline const std::unique_ptr<Piece>& at(Rank rank, File file) const {
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return boardGrid[static_cast<int>(rank)][static_cast<int>(file)];
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}
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}
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inline 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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inline 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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@ -53,40 +48,31 @@ class Board {
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virtual ~Board();
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virtual ~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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// --- GETTERS ---
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// ----- Getters -----
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Piece* getPieceAt(int r, int f) { return at(r, f).get(); }
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Piece* getPieceAt(int r, int f) { return at(r, f).get(); }
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const Piece* getPieceAt(int r, int f) const { return at(r, f).get(); }
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const Piece* getPieceAt(int r, int f) const { return at(r, f).get(); }
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Piece* getPieceAt(Rank rank, File file) { return at(rank, file).get(); }
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const Piece* getPieceAt(Rank rank, File file) const { return at(rank, file).get(); }
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Piece* getPieceAt(const Square& sq) { return at(sq).get(); }
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Piece* getPieceAt(const Square& sq) { return at(sq).get(); }
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const Piece* getPieceAt(const Square& sq) const { return at(sq).get(); }
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const Piece* getPieceAt(const Square& sq) const { return at(sq).get(); }
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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) { at(r, f) = std::move(piece); }
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void setPieceAt(int r, int f, std::unique_ptr<Piece> piece) { at(r, f) = std::move(piece); }
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void clearSquare(int r, int f) { at(r, f).reset(); }
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void setPieceAt(Rank rank, File file, std::unique_ptr<Piece> piece) { at(rank, file) = std::move(piece); }
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void clearSquare(Rank rank, File file) { at(rank, file).reset(); }
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void setPieceAt(const Square& sq, std::unique_ptr<Piece> piece) { at(sq) = std::move(piece); }
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void setPieceAt(const Square& sq, std::unique_ptr<Piece> piece) { at(sq) = std::move(piece); }
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void clearSquare(int r, int f) { at(r, f).reset(); }
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void clearSquare(const Square& sq) { at(sq).reset(); }
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void clearSquare(const Square& sq) { at(sq).reset(); }
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// --- CHECKERS ---
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// ----- Utility -----
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bool isSquareEmpty(int r, int f) const { return at(r, f) == nullptr; }
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bool isSquareEmpty(int r, int f) const { return at(r, f) == nullptr; }
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bool isSquareEmpty(Rank rank, File file) const { return at(rank, file) == nullptr; }
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bool isSquareEmpty(const Square& sq) const { return at(sq) == nullptr; }
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bool isSquareEmpty(const Square& sq) const { return at(sq) == nullptr; }
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void setupInitialPosition();
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void setupInitialPosition();
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void clearBoard();
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void clearBoard();
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std::unique_ptr<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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void nextTurn();
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void nextTurn();
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int setupFromFEN(std::string strFEN);
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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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// serial shift register stuff
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// serial shift register stuff
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uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position
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uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position
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void deserializeBoard(uint64_t incomingBoard);
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void deserializeBoard(uint64_t incomingBoard);
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#include <string>
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#include <string>
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#include <memory>
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#include <memory>
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#include <vector>
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#include <vector>
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#include "Board.hpp"
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class Board;
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class Board;
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enum PieceType {
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enum PieceType {
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