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