// © 2025 A.M. Rowsell // This Source Code Form is subject to the terms of the Mozilla Public // License, v. 2.0. If a copy of the MPL was not distributed with this // file, You can obtain one at http://mozilla.org/MPL/2.0/. // This Source Code Form is "Incompatible With Secondary Licenses", as // defined by the Mozilla Public License, v. 2.0. /** @file Board.hpp * @brief The header file for the Board class * * This contains the class definition for the logical representation of the chessboard * itself, as well as a few ancillary enums and forward declarations to make the code * easier to read (hopefully). Unlike the Piece.hpp header, there's no inheritance * or virtual functions so this "half" of the code is a bit simpler to follow. */ #ifndef BOARD_HPP #define BOARD_HPP #include #include #include #include #include "Piece.hpp" class Piece; /** @enum Players * @brief An enum for the white and black players */ enum Players { PL_WHITE, PL_BLACK }; struct Square; /** @class Board Board.hpp inc/Board.hpp * @brief This class abstracts the chess board itself * * The heart of the entire code is contained in the member variable boardGrid, which * is a representation of the board. It's a 2D vector of Pieces, which are stored using * smart pointers. When other functions want to view the board, they do so with the included * getPieceAt() getters, which return raw pointers so ownership isn't transferred. * * Outside functions/methods can also change the state of the board with setPieceAt() which * can allow one to move a piece (empty squares being nullptr) or add pieces to the Board when * required. */ class Board { private: std::vector>> 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" */ 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 std::unique_ptr& at(int r, int f) { return boardGrid[r][f]; } const std::unique_ptr &at(int r, int f) const { return boardGrid[r][f]; } std::unique_ptr &at(const Square& sq) { return boardGrid[static_cast(sq.rank)][static_cast(sq.file)]; } const std::unique_ptr &at(const Square& sq) const { return boardGrid[static_cast(sq.rank)][static_cast(sq.file)]; } public: Board(); virtual ~Board(); // These are to allow Piece to access Board in a controlled way // instead of adding a friend declaration for every subclass // ----- 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(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) { at(r, f) = std::move(piece); } void setPieceAt(const Square& sq, std::unique_ptr piece) { at(sq) = std::move(piece); } void clearSquare(int r, int f) { at(r, f).reset(); } void clearSquare(const Square& sq) { at(sq).reset(); } // ----- Utility ----- bool isSquareEmpty(int r, int f) const { return at(r, f) == nullptr; } bool isSquareEmpty(const Square& sq) const { return at(sq) == nullptr; } void setupInitialPosition(); void clearBoard(); void movePiece(Square from, Square to); void nextTurn(); int setupFromFEN(std::string strFEN); bool isInBounds(Square square) const; // serial shift register stuff uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position void deserializeBoard(uint64_t incomingBoard); }; #endif // BOARD_HPP