docs: Documented more of the Board class
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1 changed files with 48 additions and 2 deletions
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@ -44,7 +44,9 @@ struct Square;
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*/
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*/
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class Board {
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class Board {
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private:
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private:
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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" */
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std::vector<std::vector<std::unique_ptr<Piece>>> boardGrid; /**< This holds the game state.
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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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Players playerTurn;
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Players playerTurn;
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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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@ -108,15 +110,59 @@ class Board {
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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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/** A function to setup the initial board
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*
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* This initializes the boardGrid with the black and white pieces
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* in their normal starting positions. All empty squares are set
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* to nullptr.
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*/
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void setupInitialPosition();
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void setupInitialPosition();
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/** This function sets the entire board to nullptr
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*
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* This should, if I understand correctly, destroy
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* all the Piece instances that existed because they will no longer
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* have any owners, and smart pointers should auto destruct.
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*/
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void clearBoard();
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void clearBoard();
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/** This does the actual moving of a piece from one square to another
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*
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* Beware! This function does \e not validate if the move is legal. It
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* will simply do whatever it is told to do. So only call this once you
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* are positive the move is legal.
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* Moves to an empty square are simple, just move the Piece to that other
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* square. Captures have to also take note of the piece type captured
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* and add it to the total captured by that side. This should also destroy
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* the smart pointer automatically.
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* @param from The originating square for the Piece that is moving
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* @param to And of course, where it will end up
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*/
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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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/** This function takes a standard FEN string and sets up the board.
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*
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* FEN is a standard notation that describes only an exact position and
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* other important things like whose turn it is, whether sides can castle,
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* but it does \e not include the move history of the game. This makes it
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* a simpler format for sharing particular interesting positions.
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*
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* @param strFEN A std::string that contains a valid FEN position
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* @return 0 on success, -1 if the FEN string is invalid
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*/
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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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// 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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/** This takes an incoming serial stream and detects if anything has moved.
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*
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* The input is one bit per piece, so it can only detect the presence or
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* absence of pieces on any particular square. This is the crux of our design,
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* using simpler reed switches for detection instead of RFID or any other two-way
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* communication with the pieces. This moves a lot of the complexity into software,
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* though a lot of the complexity is actually quite easy to deal with from a software
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* point of view.
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*
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* @param incomingBoard A 64-bit value, representing 1 bit per piece.
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*/
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void deserializeBoard(uint64_t incomingBoard);
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void deserializeBoard(uint64_t incomingBoard);
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};
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};
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