-
Notifications
You must be signed in to change notification settings - Fork 0
/
Board.cs
136 lines (118 loc) · 5.13 KB
/
Board.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
namespace SurpriseChess;
public record Position(int Row, int Col);
public class Board : IBoardView, IPrototype<Board>
{
private readonly Piece?[,] board = new Piece?[8, 8];
public Dictionary<PieceColor, Dictionary<CastleDirection, Position>> RookStartingPositions { get; } = new()
{
[PieceColor.White] = new(),
[PieceColor.Black] = new()
};
private readonly Random random = new();
public Board(IBoardSetup boardSetup)
{
boardSetup.SetUp(this);
RookStartingPositions = GetRookStartingPositions();
}
private Board(Board boardState)
{
// Copy pieces
foreach ((Position position, Piece piece) in boardState.LocatePieces())
{
board[position.Row, position.Col] = piece.Clone();
}
// Copy rook starting positions
foreach (var (color, directions) in boardState.RookStartingPositions)
{
foreach (var (direction, position) in directions)
{
RookStartingPositions[color][direction] = new Position(position.Row, position.Col);
}
}
}
public Piece? GetPieceAt(Position position) => board[position.Row, position.Col];
public void SetPieceAt(Position position, Piece piece) => board[position.Row, position.Col] = piece;
public static bool IsInsideBoard(Position position) => (
position.Row >= 0 && position.Row < 8 && position.Col >= 0 && position.Col < 8
);
public void MakeMove(Position source, Position destination)
{
Piece? pieceAtSource = board[source.Row, source.Col];
if (pieceAtSource == null) throw new InvalidOperationException("No piece at source position");
Piece? pieceAtDestination = board[destination.Row, destination.Col];
if (ChessUtils.IsCastlingMove(pieceAtSource, pieceAtDestination))
{
// Handle castling
Castle(pieceAtSource, pieceAtDestination!, source, destination);
}
else
{
// Handle regular move
board[source.Row, source.Col] = null;
board[destination.Row, destination.Col] = pieceAtSource;
// Handle special pawn moves
if (ChessUtils.IsEnPassantMove(source, destination, pieceAtSource, pieceAtDestination))
{
board[source.Row, destination.Col] = null; // Capture the adjacent enemy pawn
}
else if (ChessUtils.IsPawnPromotionMove(pieceAtSource, destination))
{
PieceType newType = (PieceType)random.Next(1, 5); // Exclude king (0) and pawn (6)
board[destination.Row, destination.Col] = PieceFactory.Create(
pieceAtSource.Color, newType
);
}
}
}
public Dictionary<Position, Piece> LocatePieces(PieceColor? color = null, PieceType? type = null)
{
Dictionary<Position, Piece> piecesPositions = new();
for (int row = 0; row < 8; row++)
{
for (int col = 0; col < 8; col++)
{
Piece? piece = board[row, col];
if (piece == null) continue;
bool matchesColor = color == null || piece.Color == color;
bool matchesType = type == null || piece.Type == type;
if (matchesColor && matchesType)
{
piecesPositions[new Position(row, col)] = piece;
}
}
}
return piecesPositions;
}
public Board Clone() => new(this);
private Dictionary<PieceColor, Dictionary<CastleDirection, Position>> GetRookStartingPositions()
{
// Store the initial rook positions to later check if they have moved to update castling rights
Position[] rookPositions = LocatePieces(type: PieceType.Rook).Keys.ToArray();
return new Dictionary<PieceColor, Dictionary<CastleDirection, Position>>
{
[PieceColor.White] = new Dictionary<CastleDirection, Position>
{
[CastleDirection.QueenSide] = rookPositions[0],
[CastleDirection.KingSide] = rookPositions[1]
},
[PieceColor.Black] = new Dictionary<CastleDirection, Position>
{
[CastleDirection.QueenSide] = rookPositions[2],
[CastleDirection.KingSide] = rookPositions[3]
}
};
}
private void Castle(Piece king, Piece rook, Position kingPosition, Position rookPosition)
{
// If the rook is to the right of the king, it's a king-side castle; otherwise, it's a queen-side castle
CastleDirection direction = kingPosition.Col < rookPosition.Col
? CastleDirection.KingSide
: CastleDirection.QueenSide;
int kingColAfterCastling = ChessUtils.ColAfterCastling[PieceType.King][direction];
int rookColAfterCastling = ChessUtils.ColAfterCastling[PieceType.Rook][direction];
board[kingPosition.Row, kingPosition.Col] = null;
board[rookPosition.Row, rookPosition.Col] = null;
board[kingPosition.Row, kingColAfterCastling] = king;
board[rookPosition.Row, rookColAfterCastling] = rook;
}
}