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Game.cpp
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Game.cpp
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// Joshua Hahn jhahn19
// Kevin Kim kkim170
// Elissa Matlock ematloc1
#include <cassert>
#include "Game.h"
#include <sstream>
namespace Chess
{
/////////////////////////////////////
// DO NOT MODIFY THIS FUNCTION!!!! //
/////////////////////////////////////
Game::Game() : is_white_turn(true) {
// Add the pawns
for (int i = 0; i < 8; i++) {
board.add_piece(std::pair<char, char>('A' + i, '1' + 1), 'P');
board.add_piece(std::pair<char, char>('A' + i, '1' + 6), 'p');
}
// Add the rooks
board.add_piece(std::pair<char, char>( 'A'+0 , '1'+0 ) , 'R' );
board.add_piece(std::pair<char, char>( 'A'+7 , '1'+0 ) , 'R' );
board.add_piece(std::pair<char, char>( 'A'+0 , '1'+7 ) , 'r' );
board.add_piece(std::pair<char, char>( 'A'+7 , '1'+7 ) , 'r' );
// Add the knights
board.add_piece(std::pair<char, char>( 'A'+1 , '1'+0 ) , 'N' );
board.add_piece(std::pair<char, char>( 'A'+6 , '1'+0 ) , 'N' );
board.add_piece(std::pair<char, char>( 'A'+1 , '1'+7 ) , 'n' );
board.add_piece(std::pair<char, char>( 'A'+6 , '1'+7 ) , 'n' );
// Add the bishops
board.add_piece(std::pair<char, char>( 'A'+2 , '1'+0 ) , 'B' );
board.add_piece(std::pair<char, char>( 'A'+5 , '1'+0 ) , 'B' );
board.add_piece(std::pair<char, char>( 'A'+2 , '1'+7 ) , 'b' );
board.add_piece(std::pair<char, char>( 'A'+5 , '1'+7 ) , 'b' );
// Add the kings and queens
board.add_piece(std::pair<char, char>( 'A'+3 , '1'+0 ) , 'Q' );
board.add_piece(std::pair<char, char>( 'A'+4 , '1'+0 ) , 'K' );
board.add_piece(std::pair<char, char>( 'A'+3 , '1'+7 ) , 'q' );
board.add_piece(std::pair<char, char>( 'A'+4 , '1'+7 ) , 'k' );
}
void Game::make_move(std::pair<char, char> start, std::pair<char, char> end) {
// Make a copy of the game, and get its board.
Game next_move(*this);
// Throw exception if the starting position is not on the board:
if (!(start.first <= 'H' && start.first >= 'A' && start.second <= '8' && start.second >= '1')) {
throw Exception("start position is not on board");
}
// Throw exception if the ending position is not on the board:
if (!(end.first <= 'H' && end.first >= 'A' && end.second <= '8' && end.second >= '1')) {
throw Exception("end position is not on board");
}
// Throw exeption if there is no piece at the starting position:
if (next_move.board(start) == nullptr) {
throw Exception("no piece at start position");
}
// Throw exception if piece color and turn do not match
if (next_move.board(start)->is_white() != next_move.turn_white()) {
throw Exception("piece color and turn do not match");
}
// Throw exception if the proposed move has an illegal shape.
if (next_move.board(end) == nullptr && !(next_move.board(start)->legal_move_shape(start, end))) {
throw Exception("illegal move shape");
}
// Throw exception if attempting to capture own piece.
if (next_move.board(end) != nullptr && next_move.board(start)->is_white() == next_move.board(end)->is_white()) {
throw Exception("cannot capture own piece");
}
// Throw exception if the proposed move has an illegal capture shape.
if (next_move.board(end) != nullptr && !(next_move.board(start)->legal_capture_shape(start, end))) {
throw Exception("illegal capture shape");
}
// Throw exception if the path is not clear.
if (!next_move.path_clear(start, end)) {
throw Exception("path is not clear");
}
char start_piece = next_move.board(start)->to_ascii();
next_move.board.delete_piece(start);
// If the move is not a capture
if (next_move.board(end) == nullptr) {
next_move.board.add_piece(end, start_piece);
}
// If the move is a capture
else {
// Swap pieces
next_move.board.delete_piece(end);
next_move.board.add_piece(end, start_piece);
}
// If the move doesn't leave the current player in check
if (!next_move.in_check(this->turn_white())) {
// Now we make the changes to the actual board.
char real_start = board(start)->to_ascii();
// If the move is not a capture
if (board(end) == nullptr) {
board.add_piece(end, real_start);
board.delete_piece(start);
}
// If the move is a capture
else {
// Swap pieces.
board.delete_piece(start);
board.delete_piece(end);
board.add_piece(end, real_start);
}
// Pawn promotion:
// If the white pawn reaches rank 8:
if (board(end)->to_ascii() == 'P' && end.second == '8'){
board.delete_piece(end);
board.add_piece(end, 'Q');
}
// If the black pawn reaches rank 1:
if (board(end)->to_ascii() == 'p' && end.second == 1) {
board.delete_piece(end);
board.add_piece(end, 'q');
}
} else {
// If the move leaves the king in check, we make no real moves.
throw Exception("move exposes check");
}
// Switching turns
if (this->turn_white()) {
this->set_turn(false);
} else {
this->set_turn(true);
}
}
// Seeing if there is a piece in the proposed path.
bool Game::path_clear(std::pair<char, char> start, std::pair<char, char> end) const {
// Make copies of the game to test the function.
Game temp_game(*this);
Board temp_board = temp_game.get_board();
std::pair<char, char> temp (' ', ' ');
int vert_distance = start.second - end.second;
int hor_distance = start.first - end.first;
int start_pos = -1;
int end_pos = -1;
// Case: Moving in straight lines (vertical) with distance >= 2
if (hor_distance == 0 && (vert_distance >= 2 || vert_distance <= -2)) {
temp.first = start.first;
// Determine whether to iterate from end to start or start to end.
if (end.second > start.second) {
start_pos = start.second;
end_pos = end.second;
} else if (start.second > end.second){
start_pos = end.second;
end_pos = start.second;
}
// Iterate through the pieces in between start and end.
for (int i = start_pos + 1; i < end_pos; i++) {
temp.second = i;
if (temp_board(temp) != nullptr) {
return false;
}
}
}
// Case: Moving in striaght lines (horizontal) with distance >= 2
// Cane.get be else since a move can't be only vertical AND only horizontal.
else if (vert_distance == 0 && (hor_distance >= 2 || hor_distance <= -2)) {
temp.second = start.second;
// Determine whether to iterate from end to start or start to end.
if (end.first > start.first) {
start_pos = start.first;
end_pos = end.first;
} else if (start.first > end.first) {
start_pos = end.first;
end_pos = start.first;
}
// Iterate through the pieces in between start and end.
for (int i = start_pos + 1; i < end_pos; i++) {
temp.first = i;
if (temp_board(temp) != nullptr) {
return false;
}
}
}
// Case: Moving in diagonals (along y = x)
if (vert_distance == hor_distance) {
if (end.first > start.first) {
int temp_vert_distance = vert_distance;
if (vert_distance < 0) temp_vert_distance = -1 * vert_distance;
for (int i = 1; i < temp_vert_distance; i++) {
temp.first = start.first + i;
temp.second = start.second + i;
if (temp_board(temp) != nullptr) {
return false;
}
}
}
else if (start.first > end.first) {
if (vert_distance < 0) vert_distance *= -1;
for (int i = 1; i < vert_distance; i++) {
temp.first = start.first - i;
temp.second = start.second - i;
if (temp_board(temp) != nullptr) {
return false;
}
}
}
}
// Case: Moving in diagonals (along y = -x)
if (vert_distance == -1 * hor_distance) {
if (end.first > start.first) {
if (hor_distance < 0) hor_distance *= -1;
for (int i = 1; i < hor_distance; i++) {
temp.first = start.first + i;
temp.second = start.second - i;
if (temp_board(temp) != nullptr) {
return false;
}
}
}
else if (start.first > end.first) {
if (vert_distance < 0) vert_distance *= -1;
for (int i = 1; i < vert_distance; i++) {
temp.first = start.first - i;
temp.second = start.second + i;
if (temp_board(temp) != nullptr) {
return false;
}
}
}
}
return true;
}
bool Game::is_under_attack(bool white, std::pair <char, char> square) const {
//iterate through every piece, and return true if a single enemy piece is attacking square
for (char r = '8'; r >= '1'; r--) {
for (char c = 'A'; c <= 'H'; c++) {
std::pair<char, char> temp_pos (c,r);
const Piece *temp_piece = board(temp_pos);
//if enemy piece exists on current square
if (temp_piece != nullptr && white != temp_piece->is_white()) {
//if the square is in the capture shape of the piece AND path is clear
if (temp_piece->legal_capture_shape(temp_pos, square) && this->path_clear(temp_pos, square)) {
return true;
}
}
}
}
return false;
}
bool Game::in_check(bool white) const {
std::pair<char, char> curr_king_pos = this->king_position(white);
//return true if king square is under attack
return is_under_attack(white, curr_king_pos);
}
bool Game::is_in_board(std::pair<char, char> pos) const {
if (pos.first >= 'A' && pos.first <= 'H' && pos.second >= '1' && pos.second <= '8') return true;
//else
return false;
}
bool Game::in_mate(bool white) const {
if (!in_check(white)) {
// Early break if the king is not in check
return false;
}
//make copy of game object
Board temp_board(board);
//also get position of king
std::pair<char, char> curr_king_pos = king_position(white);
//check for if king can move out of check
std::pair<char, char> tkp = curr_king_pos;
//array of pairs for all adjacent tiles (including ones that might be out of board)
std::pair<char, char> adj[8] =
{
std::make_pair(tkp.first,tkp.second+1),
std::make_pair(tkp.first+1,tkp.second),
std::make_pair(tkp.first+1,tkp.second+1),
std::make_pair(tkp.first-1,tkp.second),
std::make_pair(tkp.first,tkp.second-1),
std::make_pair(tkp.first-1,tkp.second-1),
std::make_pair(tkp.first-1,tkp.second+1),
std::make_pair(tkp.first+1, tkp.second-1)
};
//loop through each adjacent square
for (int i = 0; i < 8; i++) {
//check if square is in the board
if (is_in_board(adj[i])) {
//check is square is under attack or if enemy piece is capturable
if (!(is_under_attack(white, adj[i])) && (temp_board(adj[i]) != nullptr && temp_board(adj[i])->is_white() != white)) {
//early break if the king can move to a tile
return false;
}
}
}
//determine if an ally piece can get between the checking enemy piece and the king
//also includes captures
std::pair<char, char> temp_pos (' ', ' ');
for (char r = '8'; r >= '1'; r--) {
for (char c = 'A'; c <= 'H'; c++) {
std::pair<char, char> temp_pos(c,r);
const Piece *temp_piece = temp_board(temp_pos);
//if enemy piece exists
if (temp_piece != nullptr && white == temp_piece->is_white()) {
if(try_every_move(temp_pos)) return false;
}
}
}
return true;
}
// Returns true if a move is possible.
bool Game::try_every_move(std::pair<char, char> pos) const {
//try every move of a piece at position pos
Game temp_game(*this);
for (char r = '8'; r >= '1'; r--) {
for (char c = 'A'; c <= 'H'; c++) {
std::pair<char, char> temp_pos(c,r);
try {
temp_game.make_move(pos, temp_pos);
//return true once a single move is possible
return true;
} catch (const std::exception &e) {
//empty body
}
}
}
return false;
}
// Returns true if the game is in stalemate.
bool Game::in_stalemate(bool white) const {
//break early if in check
if (this->in_check(white)) {
return false;
}
Game temp_game(*this);
Board temp_board(board);
//iterate through every piece
for (char r = '8'; r >= '1'; r--) {
for (char c = 'A'; c <= 'H'; c++) {
std::pair<char, char> temp_pos(c,r);
const Piece *temp_piece = temp_board(temp_pos);
if (temp_piece != nullptr && white == temp_piece->is_white()) {
//for every piece, try every concievable move (break immediately if a single move is possible)
if(temp_game.try_every_move(temp_pos)) return false;
}
}
}
return true;
}
std::istream& operator>> (std::istream& is, Game& game) {
//Read the board, character by character, and assign that character to the board
//Board temp_board = game.get_board();
//store the istream into a buffer of 65+8 characters (board + newline)
char *buf = new char[73];
is.read(buf, 73);
//iterate through the buffer and add pieces when valid
char input_char = ' ';
//chars that store position
char r = '8';
char c = 'A';
for (int i = 0; i < 72; i++) {
//only update when buf[i] is not '\n'
if (buf[i] != '\n') {
input_char = buf[i];
std::pair<char, char> temp_pos (c,r);
//add/delete piece accordingly based on input_char
if (game.board(temp_pos) != nullptr) {
game.board.delete_piece(temp_pos);
}
if (input_char != '-') {
game.board.add_piece(temp_pos,input_char);
}
//update c and r
if (c == 'H') {
c = 'A';
r--;
} else {
c++;
}
}
//clear input_char
input_char = ' ';
}
//read the turn (w or b)
input_char = buf[72];
if (input_char == 'w') {
game.set_turn(true);
} else if (input_char == 'b') {
game.set_turn(false);
}
delete[] buf;
return is;
}
// Returns a pair of characters that gives the specified king's position
std::pair<char, char> Game::king_position(bool white) const {
// Use the board that the game has.
Board temp_board(board);
// Set the king character correctly according to color.
char kingchar = ' ';
if (white) {
kingchar = 'K';
} else {
kingchar = 'k';
}
// Initializing temporary pairs to be used throughout the iteration.
std::pair<char, char> temp_pos (' ', ' ');
std::pair<char, char> curr_king_pos (' ', ' ');
// Iterating through the board.
for (int i = 0; i < 8; i++) {
temp_pos.first = 'A' + i;
for (int j = 0; j < 8; j++) {
temp_pos.second = '1' + j;
if (board(temp_pos) != nullptr) {
const Piece *temp = board(temp_pos);
//determine if piece is desired king
if ((temp->is_white() == white) && temp->to_ascii() == kingchar) {
//store curr_king_pos if found
curr_king_pos.first = 'A' + i;
curr_king_pos.second = '1' + j;
//break out of for loop
i = 8;
j = 8;
}
}
}
}
// Return the pair that we saved above.
return curr_king_pos;
}
// Setter function for is_white_turn
void Game::set_turn(bool white) {
if(white) {
this->is_white_turn = true;
} else {
this->is_white_turn = false;
}
}
/////////////////////////////////////
// DO NOT MODIFY THIS FUNCTION!!!! //
/////////////////////////////////////
std::ostream& operator<< (std::ostream& os, const Game& game) {
// Write the board out and then either the character 'w' or the character 'b',
// depending on whose turn it is
return os << game.get_board() << (game.turn_white() ? 'w' : 'b');
}
}