chessmcu/Piece.cpp

282 lines
No EOL
11 KiB
C++

// © 2025 A.M. Rowsell <amr@frzn.dev>
// 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.
#include "inc/Piece.hpp"
Piece::~Piece() {
return;
}
// because the Piece class is instantiated in another class using
// unique_ptr, non-pure virtual functions apparently *must*
// have definitions, or the linker freaks out
// so this is just a stub that does nothing. it doesn't matter
// because only the derived class versions should be called.
std::vector<Move> Piece::getLegalMoves(const Square &from, Board &board) const {
std::vector<Move> moveList;
return moveList;
}
bool King::checkForCheck(Board &board) const {
std::vector<std::vector<int>> kingVulnerable = {
{-1, 0}, // Up
{-1, -1}, // up-left
{-1, 1}, // up-right
{1, 0}, // Down
{1, -1}, // down-left
{1, 1}, // down-right
{0, -1}, // Left
{0, 1}, // Right
{-1, -2}, // 1
{-1, 2}, // 2
{-2, -1}, // 3
{-2, 1}, // 4
{1, -2}, // 5
{1, 2}, // 6
{2, -1}, // 7
{2, 1} // 8
};
// locate our King
return inCheck;
}
std::vector<Move> King::getLegalMoves(const Square &from, Board &board) const {
std::vector<Move> moveList;
std::vector<std::vector<int>> directions = {
{-1, 0}, // Up
{-1, -1}, // up-left
{-1, 1}, // up-right
{1, 0}, // Down
{1, -1}, // down-left
{1, 1}, // down-right
{0, -1}, // Left
{0, 1} // Right
};
for(auto &dir : directions) {
// establish r/f for square to check
int r = from.rank + dir[0];
int f = from.file + dir[1];
auto ra = static_cast<Rank>(r);
auto fi = static_cast<File>(f);
Square targetSquare = {ra, fi};
if(targetSquare.isValid()) {
const auto &target = board.boardGrid[r][f]; // examine the target square
if(!target) { // if square is empty (NULL)
moveList.push_back({from, targetSquare}); // then it's potentially a legal move
} else if(target && target->getColour() != this->getColour()) { // if it's occupied with a piece of opposite colour
moveList.push_back({from, targetSquare}); // then again it's potentially legal
break;
} else {
// otherwise it's one of our pieces
break;
}
}
}
// How to check for check:
// go through moveList.to, then check all directions to see if an enemy piece is threatening
// If a piece of opposite colour is detected:
// - Determine the piece type
// - Determine the direction we are looking at (diagonal or not)
// - If that piece can attack in that direction, it would be check, so remove this move from moveList
// We need to add knight attack to the directions to check
/*
* __3_4___
* _1___2__
* ___K____
* _5___6__
* __7_8___
*
*/
std::vector<std::vector<int>> knightAttacks = {
{-1, -2}, // 1
{-1, 2}, // 2
{-2, -1}, // 3
{-2, 1}, // 4
{1, -2}, // 5
{1, 2}, // 6
{2, -1}, // 7
{2, 1} // 8
};
directions.insert(directions.end(), knightAttacks.begin(), knightAttacks.end()); // concatenate the knight attacks
for(auto &moves : moveList) {
Square startSquare = moves.to; // get the potential moveto square
for(auto &dir : directions) { // now go through all directions
int r = startSquare.rank + dir[0];
int f = startSquare.file + dir[1];
bool diagonal = (abs(dir[0]) + abs(dir[1]) == 2) ? 1 : 0; // check if diagonal
bool knight = (abs(dir[0]) + abs(dir[1]) == 3) ? 1 : 0; // check if knight attack
while(r >= 0 && r < 8 && f >= 0 && f < 8) {
auto &target = board.boardGrid[r][f]; // access the square we're examining
if(!target) {
// empty square, continue
continue;
}
if(target && (target->getColour() != this->getColour())) { // is it occupied & an enemy?
if((target->getPieceType() == QUEEN || target->getPieceType() == BISHOP) && diagonal) {
// we are being attacked diagonally on this square, so remove it
moves.to.rank = INVALID_RANK;
moves.to.file = INVALID_FILE;
} else if(target->getPieceType() == KNIGHT && knight) {
// we are being attacked by a knight, so remove it
moves.to.rank = INVALID_RANK;
moves.to.file = INVALID_FILE;
} else if(target->getPieceType() == ROOK || target->getPieceType() == QUEEN && (!diagonal && !knight)) {
// again, being attacked, remove it
moves.to.rank = INVALID_RANK;
moves.to.file = INVALID_FILE;
}
if(target->getPieceType() == PAWN && (abs(r - startSquare.rank) == 1 && abs(f - startSquare.file) == 1)) {
moves.to.rank = INVALID_RANK;
moves.to.file = INVALID_FILE;
}
}
if(target && (target->getColour() == this->getColour())) {
// we've hit a friendly, stop
break;
}
if(!knight) {
r += dir[0];
f += dir[1];
} else
break;
}
}
}
// will this actually work?
moveList.erase(
std::remove_if(moveList.begin(), moveList.end(),
[&](const auto & x) {
return !x.to.isValid();
}));
return moveList;
}
std::vector<Move> Rook::getLegalMoves(const Square &from, Board &board) const {
std::vector<Move> moveList;
const int directions[4][2] = {
{-1, 0}, // Up
{1, 0}, // Down
{0, -1}, // Left
{0, 1} // Right
};
for(auto& dir : directions) {
int r = from.rank + dir[0];
int f = from.file + dir[1];
while(r >= 0 && r < 8 && f >= 0 && f < 8) {
const auto& target = board.boardGrid[r][f];
auto ra = static_cast<Rank>(r);
auto fi = static_cast<File>(f);
Square targetSquare = {ra, fi};
if(!target) {
moveList.push_back({from, targetSquare});
} else if(target && target->getColour() != this->getColour()) {
moveList.push_back({from, targetSquare});
break;
} else
break;
r += dir[0];
f += dir[1];
}
}
return moveList;
}
std::vector<Move> Queen::getLegalMoves(const Square &from, Board &board) const {
std::vector<Move> moveList;
return moveList;
}
std::vector<Move> Knight::getLegalMoves(const Square &from, Board &board) const {
std::vector<Move> moveList;
return moveList;
}
std::vector<Move> Bishop::getLegalMoves(const Square &from, Board &board) const {
std::vector<Move> moveList;
return moveList;
}
std::vector<Move> Pawn::getLegalMoves(const Square &from, Board &board) const {
std::vector<Move> moveList;
const int directions[2][4][2] = {
{
// black
{-1, 0}, // Up
{-2, 0}, // 2up first move
{-1, 1}, // attack to right
{-1, -1} // attack to left
},
{
// white
{1, 0}, // down
{2, 0}, // 2down first move
{1, 1}, // attack to right
{1, -1} // attack to left
}
};
if(this->getColour() == PIECE_BLACK) {
// go through black options
for(auto &dir : directions[0]) {
int r = from.rank + dir[0];
int f = from.file + dir[1];
if(r >= 0 && r < 8 && f >= 0 && f < 8) { // no need for a while loop as we only have finite moves in limited directions
const auto& target = board.boardGrid[r][f];
auto ra = static_cast<Rank>(r);
auto fi = static_cast<File>(f);
Square targetSquare = {ra, fi};
if(dir[0] == -2 && !this->checkIfMoved()) {
// then 2 is potentially legal
if(!target && !(board.boardGrid[r + 1][f])) // check both squares for pieces of any colour
moveList.push_back({from, targetSquare});
else
continue;
} else if(abs(dir[1]) == 1) { // attempted capture (diagonal)
if(target && target->getColour() != this->getColour()) {
// legal capture
moveList.push_back({from, targetSquare});
} else
continue;
} else { // normal one square forward
if(!target)
moveList.push_back({from, targetSquare});
}
// now check if we are on 8th rank, for promotion
}
}
} else if(this->getColour() == PIECE_WHITE) {
for(auto &dir : directions[1]) {
// go through white options
int r = from.rank + dir[0];
int f = from.file + dir[1];
if(r >= 0 && r < 8 && f >= 0 && f < 8) { // no need for a while loop as we only have finite moves in limited directions
const auto& target = board.boardGrid[r][f];
auto ra = static_cast<Rank>(r);
auto fi = static_cast<File>(f);
Square targetSquare = {ra, fi};
if(dir[0] == 2 && !this->checkIfMoved()) {
// then 2 is potentially legal
if(!target && !(board.boardGrid[r - 1][f]))
moveList.push_back({from, targetSquare});
else
continue;
} else if(abs(dir[1]) == 1) { // attempted capture (diagonal)
if(target && target->getColour() != this->getColour()) { // can only move there if it's a capture
// legal capture
moveList.push_back({from, targetSquare});
} else
continue;
} else { // normal one square forward
if(!target)
moveList.push_back({from, targetSquare});
}
// now check if we are on 8th rank, for promotion
}
}
}
return moveList;
}