dev: refactoring Board to be simpler for Piece to use

This commit adds a bunch of getters/setters for accessing the
boardGrid. This is a simpler way to allow both Piece and all
the inherited classes to access the Board without having to
declare every single class a friend. So now when we want to
access boardGrid, we use getPieceAt() or setPieceAt(). They
are overloaded to accept rank/file, Square, or int/int.
There's also a convenience function to check if the square
is empty, though that may get re-written to use the existing
Square.isValid().
This commit is contained in:
A.M. Rowsell 2025-09-13 10:43:25 -04:00
commit c333e3da9e
Signed by untrusted user who does not match committer: amr
GPG key ID: E0879EDBDB0CA7B1

View file

@ -14,9 +14,7 @@
#include <string>
#include <vector>
#include "Piece.hpp"
// why do I have to forward declare all these?!
// suggested to forward declare here, and put include in the .cpp
class Piece;
enum Players { PL_WHITE, PL_BLACK };
@ -25,14 +23,61 @@ struct Square;
class Board {
private:
friend class Piece; // this doesn't seem to do anything
Players playerTurn;
public:
// this should be protected, but even when Piece is declared as a friend,
// accessing it in Piece.cpp threw an error
std::vector<std::vector<std::unique_ptr<Piece>>> boardGrid;
Players playerTurn;
// 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 {
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)];
}
inline 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 {
return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
}
public:
Board();
virtual ~Board();
// These are to allow Piece to access Board in a controlled way
// --- 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 ---
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(const Square& sq) { at(sq).reset(); }
// --- CHECKERS ---
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();