docs: Documented more of the Board class

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A.M. Rowsell 2025-09-16 13:01:30 -04:00
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@ -44,7 +44,9 @@ struct Square;
*/
class Board {
private:
std::vector<std::vector<std::unique_ptr<Piece>>> boardGrid; /**< This holds the game state. It is a 2D vector of Piece types, or nullptr for empty squares @image html boardGrid.png "Logical diagram of boardGrid vector" */
std::vector<std::vector<std::unique_ptr<Piece>>> boardGrid; /**< This holds the game state.
* It is a 2D vector of Piece types, or nullptr for empty squares
* @image html boardGrid.svg "Logical diagram of boardGrid vector" */
Players playerTurn;
// let's get super object-oriented, baby
// these help the getters and setters access the boardGrid
@ -108,15 +110,59 @@ class Board {
return at(sq) == nullptr;
}
/** A function to setup the initial board
*
* This initializes the boardGrid with the black and white pieces
* in their normal starting positions. All empty squares are set
* to nullptr.
*/
void setupInitialPosition();
/** This function sets the entire board to nullptr
*
* This should, if I understand correctly, destroy
* all the Piece instances that existed because they will no longer
* have any owners, and smart pointers should auto destruct.
*/
void clearBoard();
/** This does the actual moving of a piece from one square to another
*
* Beware! This function does \e not validate if the move is legal. It
* will simply do whatever it is told to do. So only call this once you
* are positive the move is legal.
* Moves to an empty square are simple, just move the Piece to that other
* square. Captures have to also take note of the piece type captured
* and add it to the total captured by that side. This should also destroy
* the smart pointer automatically.
* @param from The originating square for the Piece that is moving
* @param to And of course, where it will end up
*/
void movePiece(Square from, Square to);
void nextTurn();
/** This function takes a standard FEN string and sets up the board.
*
* FEN is a standard notation that describes only an exact position and
* other important things like whose turn it is, whether sides can castle,
* but it does \e not include the move history of the game. This makes it
* a simpler format for sharing particular interesting positions.
*
* @param strFEN A std::string that contains a valid FEN position
* @return 0 on success, -1 if the FEN string is invalid
*/
int setupFromFEN(std::string strFEN);
bool isInBounds(Square square) const;
// serial shift register stuff
uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position
/** This takes an incoming serial stream and detects if anything has moved.
*
* The input is one bit per piece, so it can only detect the presence or
* absence of pieces on any particular square. This is the crux of our design,
* using simpler reed switches for detection instead of RFID or any other two-way
* communication with the pieces. This moves a lot of the complexity into software,
* though a lot of the complexity is actually quite easy to deal with from a software
* point of view.
*
* @param incomingBoard A 64-bit value, representing 1 bit per piece.
*/
void deserializeBoard(uint64_t incomingBoard);
};