|  | 
|  | 1 | +#include "Board.h" | 
|  | 2 | +#include <iostream> | 
|  | 3 | +#include <algorithm> | 
|  | 4 | + | 
|  | 5 | +Board::Board() { | 
|  | 6 | + // Initialize empty board | 
|  | 7 | + for (int i = 0; i < 8; i++) { | 
|  | 8 | + for (int j = 0; j < 8; j++) { | 
|  | 9 | + board[i][j] = nullptr; | 
|  | 10 | + } | 
|  | 11 | + } | 
|  | 12 | +} | 
|  | 13 | + | 
|  | 14 | +void Board::initialize() { | 
|  | 15 | + // Clear board | 
|  | 16 | + for (int i = 0; i < 8; i++) { | 
|  | 17 | + for (int j = 0; j < 8; j++) { | 
|  | 18 | + board[i][j] = nullptr; | 
|  | 19 | + } | 
|  | 20 | + } | 
|  | 21 | +  | 
|  | 22 | + // Place black pieces (row 0-1) | 
|  | 23 | + board[0][0] = std::make_unique<Rook>(Color::BLACK, Position(0, 0)); | 
|  | 24 | + board[0][1] = std::make_unique<Knight>(Color::BLACK, Position(0, 1)); | 
|  | 25 | + board[0][2] = std::make_unique<Bishop>(Color::BLACK, Position(0, 2)); | 
|  | 26 | + board[0][3] = std::make_unique<Queen>(Color::BLACK, Position(0, 3)); | 
|  | 27 | + board[0][4] = std::make_unique<King>(Color::BLACK, Position(0, 4)); | 
|  | 28 | + board[0][5] = std::make_unique<Bishop>(Color::BLACK, Position(0, 5)); | 
|  | 29 | + board[0][6] = std::make_unique<Knight>(Color::BLACK, Position(0, 6)); | 
|  | 30 | + board[0][7] = std::make_unique<Rook>(Color::BLACK, Position(0, 7)); | 
|  | 31 | +  | 
|  | 32 | + for (int col = 0; col < 8; col++) { | 
|  | 33 | + board[1][col] = std::make_unique<Pawn>(Color::BLACK, Position(1, col)); | 
|  | 34 | + } | 
|  | 35 | +  | 
|  | 36 | + // Place white pieces (row 6-7) | 
|  | 37 | + for (int col = 0; col < 8; col++) { | 
|  | 38 | + board[6][col] = std::make_unique<Pawn>(Color::WHITE, Position(6, col)); | 
|  | 39 | + } | 
|  | 40 | +  | 
|  | 41 | + board[7][0] = std::make_unique<Rook>(Color::WHITE, Position(7, 0)); | 
|  | 42 | + board[7][1] = std::make_unique<Knight>(Color::WHITE, Position(7, 1)); | 
|  | 43 | + board[7][2] = std::make_unique<Bishop>(Color::WHITE, Position(7, 2)); | 
|  | 44 | + board[7][3] = std::make_unique<Queen>(Color::WHITE, Position(7, 3)); | 
|  | 45 | + board[7][4] = std::make_unique<King>(Color::WHITE, Position(7, 4)); | 
|  | 46 | + board[7][5] = std::make_unique<Bishop>(Color::WHITE, Position(7, 5)); | 
|  | 47 | + board[7][6] = std::make_unique<Knight>(Color::WHITE, Position(7, 6)); | 
|  | 48 | + board[7][7] = std::make_unique<Rook>(Color::WHITE, Position(7, 7)); | 
|  | 49 | +  | 
|  | 50 | + // Set king positions | 
|  | 51 | + whiteKingPos = Position(7, 4); | 
|  | 52 | + blackKingPos = Position(0, 4); | 
|  | 53 | +} | 
|  | 54 | + | 
|  | 55 | +Piece* Board::getPiece(const Position& pos) const { | 
|  | 56 | + if (!pos.isValid()) return nullptr; | 
|  | 57 | + return board[pos.row][pos.col].get(); | 
|  | 58 | +} | 
|  | 59 | + | 
|  | 60 | +bool Board::isEmpty(const Position& pos) const { | 
|  | 61 | + if (!pos.isValid()) return false; | 
|  | 62 | + return board[pos.row][pos.col] == nullptr; | 
|  | 63 | +} | 
|  | 64 | + | 
|  | 65 | +bool Board::hasEnemyPiece(const Position& pos, Color playerColor) const { | 
|  | 66 | + if (!pos.isValid()) return false; | 
|  | 67 | + Piece* piece = board[pos.row][pos.col].get(); | 
|  | 68 | + return piece != nullptr && piece->getColor() != playerColor; | 
|  | 69 | +} | 
|  | 70 | + | 
|  | 71 | +bool Board::makeMove(const Position& from, const Position& to) { | 
|  | 72 | + if (!from.isValid() || !to.isValid()) return false; | 
|  | 73 | +  | 
|  | 74 | + Piece* piece = getPiece(from); | 
|  | 75 | + if (!piece) return false; | 
|  | 76 | +  | 
|  | 77 | + // Check if move is legal | 
|  | 78 | + if (!isMoveLegal(from, to, piece->getColor())) { | 
|  | 79 | + return false; | 
|  | 80 | + } | 
|  | 81 | +  | 
|  | 82 | + // Capture enemy piece if present | 
|  | 83 | + if (getPiece(to)) { | 
|  | 84 | + board[to.row][to.col] = nullptr; | 
|  | 85 | + } | 
|  | 86 | +  | 
|  | 87 | + // Move the piece | 
|  | 88 | + board[to.row][to.col] = std::move(board[from.row][from.col]); | 
|  | 89 | + board[to.row][to.col]->setPosition(to); | 
|  | 90 | + board[to.row][to.col]->setHasMoved(true); | 
|  | 91 | +  | 
|  | 92 | + // Update king position if king moved | 
|  | 93 | + if (board[to.row][to.col]->getType() == PieceType::KING) { | 
|  | 94 | + if (board[to.row][to.col]->getColor() == Color::WHITE) { | 
|  | 95 | + whiteKingPos = to; | 
|  | 96 | + } else { | 
|  | 97 | + blackKingPos = to; | 
|  | 98 | + } | 
|  | 99 | + } | 
|  | 100 | +  | 
|  | 101 | + return true; | 
|  | 102 | +} | 
|  | 103 | + | 
|  | 104 | +bool Board::isKingInCheck(Color kingColor) const { | 
|  | 105 | + Position kingPos = (kingColor == Color::WHITE) ? whiteKingPos : blackKingPos; | 
|  | 106 | + Color enemyColor = (kingColor == Color::WHITE) ? Color::BLACK : Color::WHITE; | 
|  | 107 | +  | 
|  | 108 | + return isPositionUnderAttack(kingPos, enemyColor); | 
|  | 109 | +} | 
|  | 110 | + | 
|  | 111 | +bool Board::isPositionUnderAttack(const Position& pos, Color attackerColor) const { | 
|  | 112 | + // Check all pieces of the attacking color | 
|  | 113 | + for (int row = 0; row < 8; row++) { | 
|  | 114 | + for (int col = 0; col < 8; col++) { | 
|  | 115 | + Piece* piece = board[row][col].get(); | 
|  | 116 | + if (piece && piece->getColor() == attackerColor) { | 
|  | 117 | + std::vector<Position> moves = piece->getValidMoves(*this); | 
|  | 118 | + for (const Position& move : moves) { | 
|  | 119 | + if (move == pos) { | 
|  | 120 | + return true; | 
|  | 121 | + } | 
|  | 122 | + } | 
|  | 123 | + } | 
|  | 124 | + } | 
|  | 125 | + } | 
|  | 126 | + return false; | 
|  | 127 | +} | 
|  | 128 | + | 
|  | 129 | +bool Board::wouldKingBeSafe(const Position& from, const Position& to, Color playerColor) const { | 
|  | 130 | + // Create a temporary board state | 
|  | 131 | + Board tempBoard; | 
|  | 132 | +  | 
|  | 133 | + // Copy current board state | 
|  | 134 | + for (int row = 0; row < 8; row++) { | 
|  | 135 | + for (int col = 0; col < 8; col++) { | 
|  | 136 | + if (board[row][col]) { | 
|  | 137 | + tempBoard.board[row][col] = board[row][col]->clone(); | 
|  | 138 | + } | 
|  | 139 | + } | 
|  | 140 | + } | 
|  | 141 | + tempBoard.whiteKingPos = whiteKingPos; | 
|  | 142 | + tempBoard.blackKingPos = blackKingPos; | 
|  | 143 | +  | 
|  | 144 | + // Make the move on temporary board | 
|  | 145 | + if (tempBoard.board[to.row][to.col]) { | 
|  | 146 | + tempBoard.board[to.row][to.col] = nullptr; | 
|  | 147 | + } | 
|  | 148 | + tempBoard.board[to.row][to.col] = std::move(tempBoard.board[from.row][from.col]); | 
|  | 149 | + tempBoard.board[to.row][to.col]->setPosition(to); | 
|  | 150 | +  | 
|  | 151 | + // Update king position if king moved | 
|  | 152 | + if (tempBoard.board[to.row][to.col]->getType() == PieceType::KING) { | 
|  | 153 | + if (playerColor == Color::WHITE) { | 
|  | 154 | + tempBoard.whiteKingPos = to; | 
|  | 155 | + } else { | 
|  | 156 | + tempBoard.blackKingPos = to; | 
|  | 157 | + } | 
|  | 158 | + } | 
|  | 159 | +  | 
|  | 160 | + // Check if king is in check after the move | 
|  | 161 | + return !tempBoard.isKingInCheck(playerColor); | 
|  | 162 | +} | 
|  | 163 | + | 
|  | 164 | +bool Board::isMoveLegal(const Position& from, const Position& to, Color playerColor) const { | 
|  | 165 | + Piece* piece = getPiece(from); | 
|  | 166 | + if (!piece || piece->getColor() != playerColor) return false; | 
|  | 167 | +  | 
|  | 168 | + // Check if the move is in the piece's valid moves | 
|  | 169 | + std::vector<Position> validMoves = piece->getValidMoves(*this); | 
|  | 170 | + bool isValidMove = false; | 
|  | 171 | + for (const Position& move : validMoves) { | 
|  | 172 | + if (move == to) { | 
|  | 173 | + isValidMove = true; | 
|  | 174 | + break; | 
|  | 175 | + } | 
|  | 176 | + } | 
|  | 177 | +  | 
|  | 178 | + if (!isValidMove) return false; | 
|  | 179 | +  | 
|  | 180 | + // Check if the move would leave the king in check | 
|  | 181 | + return wouldKingBeSafe(from, to, playerColor); | 
|  | 182 | +} | 
|  | 183 | + | 
|  | 184 | +std::vector<std::pair<Position, Position>> Board::getAllValidMoves(Color playerColor) const { | 
|  | 185 | + std::vector<std::pair<Position, Position>> allMoves; | 
|  | 186 | +  | 
|  | 187 | + for (int row = 0; row < 8; row++) { | 
|  | 188 | + for (int col = 0; col < 8; col++) { | 
|  | 189 | + Piece* piece = board[row][col].get(); | 
|  | 190 | + if (piece && piece->getColor() == playerColor) { | 
|  | 191 | + Position from(row, col); | 
|  | 192 | + std::vector<Position> validMoves = piece->getValidMoves(*this); | 
|  | 193 | +  | 
|  | 194 | + for (const Position& to : validMoves) { | 
|  | 195 | + if (isMoveLegal(from, to, playerColor)) { | 
|  | 196 | + allMoves.push_back({from, to}); | 
|  | 197 | + } | 
|  | 198 | + } | 
|  | 199 | + } | 
|  | 200 | + } | 
|  | 201 | + } | 
|  | 202 | +  | 
|  | 203 | + return allMoves; | 
|  | 204 | +} | 
|  | 205 | + | 
|  | 206 | +bool Board::isCheckmate(Color playerColor) const { | 
|  | 207 | + // If not in check, it's not checkmate | 
|  | 208 | + if (!isKingInCheck(playerColor)) return false; | 
|  | 209 | +  | 
|  | 210 | + // If there are any valid moves, it's not checkmate | 
|  | 211 | + return getAllValidMoves(playerColor).empty(); | 
|  | 212 | +} | 
|  | 213 | + | 
|  | 214 | +bool Board::isStalemate(Color playerColor) const { | 
|  | 215 | + // If in check, it's not stalemate | 
|  | 216 | + if (isKingInCheck(playerColor)) return false; | 
|  | 217 | +  | 
|  | 218 | + // If there are no valid moves, it's stalemate | 
|  | 219 | + return getAllValidMoves(playerColor).empty(); | 
|  | 220 | +} | 
|  | 221 | + | 
|  | 222 | +Position Board::getKingPosition(Color kingColor) const { | 
|  | 223 | + return (kingColor == Color::WHITE) ? whiteKingPos : blackKingPos; | 
|  | 224 | +} | 
|  | 225 | + | 
|  | 226 | +int Board::evaluatePosition() const { | 
|  | 227 | + int score = 0; | 
|  | 228 | +  | 
|  | 229 | + for (int row = 0; row < 8; row++) { | 
|  | 230 | + for (int col = 0; col < 8; col++) { | 
|  | 231 | + Piece* piece = board[row][col].get(); | 
|  | 232 | + if (piece) { | 
|  | 233 | + int pieceValue = piece->getValue(); | 
|  | 234 | + if (piece->getColor() == Color::WHITE) { | 
|  | 235 | + score += pieceValue; | 
|  | 236 | + } else { | 
|  | 237 | + score -= pieceValue; | 
|  | 238 | + } | 
|  | 239 | + } | 
|  | 240 | + } | 
|  | 241 | + } | 
|  | 242 | +  | 
|  | 243 | + return score; | 
|  | 244 | +} | 
|  | 245 | + | 
|  | 246 | +void Board::display() const { | 
|  | 247 | + std::cout << "\n a b c d e f g h\n"; | 
|  | 248 | + std::cout << " +---+---+---+---+---+---+---+---+\n"; | 
|  | 249 | +  | 
|  | 250 | + for (int row = 0; row < 8; row++) { | 
|  | 251 | + std::cout << 8 - row << " |"; | 
|  | 252 | + for (int col = 0; col < 8; col++) { | 
|  | 253 | + Piece* piece = board[row][col].get(); | 
|  | 254 | + if (piece) { | 
|  | 255 | + std::cout << " " << piece->getSymbol() << " |"; | 
|  | 256 | + } else { | 
|  | 257 | + std::cout << " |"; | 
|  | 258 | + } | 
|  | 259 | + } | 
|  | 260 | + std::cout << " " << 8 - row << "\n"; | 
|  | 261 | + std::cout << " +---+---+---+---+---+---+---+---+\n"; | 
|  | 262 | + } | 
|  | 263 | +  | 
|  | 264 | + std::cout << " a b c d e f g h\n\n"; | 
|  | 265 | +} | 
|  | 266 | + | 
|  | 267 | +void Board::placePiece(std::unique_ptr<Piece> piece, const Position& pos) { | 
|  | 268 | + if (pos.isValid()) { | 
|  | 269 | + board[pos.row][pos.col] = std::move(piece); | 
|  | 270 | + } | 
|  | 271 | +} | 
|  | 272 | + | 
|  | 273 | +std::unique_ptr<Board> Board::clone() const { | 
|  | 274 | + auto clonedBoard = std::make_unique<Board>(); | 
|  | 275 | +  | 
|  | 276 | + for (int row = 0; row < 8; row++) { | 
|  | 277 | + for (int col = 0; col < 8; col++) { | 
|  | 278 | + if (board[row][col]) { | 
|  | 279 | + clonedBoard->board[row][col] = board[row][col]->clone(); | 
|  | 280 | + } | 
|  | 281 | + } | 
|  | 282 | + } | 
|  | 283 | +  | 
|  | 284 | + clonedBoard->whiteKingPos = whiteKingPos; | 
|  | 285 | + clonedBoard->blackKingPos = blackKingPos; | 
|  | 286 | +  | 
|  | 287 | + return clonedBoard; | 
|  | 288 | +} | 
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