chessmcu/inc/Board.hpp
A.M. Rowsell a56fb4d60f
dev: refactoring things to be more OOP! whoop whoop
Still struggling to understand all these concepts, and I will admit
to using ChatGPT to try and explain where I was going wrong which
did help quite a bit. But if I get this right it will be much
more robust and less "fragile" as they say.
2025-09-13 11:18:27 -04:00

81 lines
2.7 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.
#ifndef BOARD_HPP
#define BOARD_HPP
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include "Piece.hpp"
// suggested to forward declare here, and put include in the .cpp
class Piece;
enum Players { PL_WHITE, PL_BLACK };
struct Square;
class Board {
private:
friend class Piece; // this doesn't seem to do anything
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
std::unique_ptr<Piece>& at(int r, int f) {
return boardGrid[r][f];
}
const std::unique_ptr<Piece>& at(int r, int f) const {
return boardGrid[r][f];
}
std::unique_ptr<Piece>& at(const Square& sq) {
return boardGrid[static_cast<int>(sq.rank)][static_cast<int>(sq.file)];
}
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(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 setPieceAt(const Square& sq, std::unique_ptr<Piece> 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