package chess import "local/m/mchess_server/types" type Board map[types.Coordinate]types.Piece func (b Board) Init() { var coord types.Coordinate for i := 1; i <= 8; i++ { coord.Row = 2 coord.Col = i b[coord] = types.Piece{Class: types.Pawn, Color: types.White} coord.Row = 7 coord.Col = i b[coord] = types.Piece{Class: types.Pawn, Color: types.Black} } b[types.Coordinate{Row: 1, Col: 1}] = types.Piece{Class: types.Rook, Color: types.White} b[types.Coordinate{Row: 1, Col: 2}] = types.Piece{Class: types.Knight, Color: types.White} b[types.Coordinate{Row: 1, Col: 3}] = types.Piece{Class: types.Bishop, Color: types.White} b[types.Coordinate{Row: 1, Col: 4}] = types.Piece{Class: types.Queen, Color: types.White} b[types.Coordinate{Row: 1, Col: 5}] = types.Piece{Class: types.King, Color: types.White} b[types.Coordinate{Row: 1, Col: 6}] = types.Piece{Class: types.Bishop, Color: types.White} b[types.Coordinate{Row: 1, Col: 7}] = types.Piece{Class: types.Knight, Color: types.White} b[types.Coordinate{Row: 1, Col: 8}] = types.Piece{Class: types.Rook, Color: types.White} b[types.Coordinate{Row: 8, Col: 1}] = types.Piece{Class: types.Rook, Color: types.Black} b[types.Coordinate{Row: 8, Col: 2}] = types.Piece{Class: types.Knight, Color: types.Black} b[types.Coordinate{Row: 8, Col: 3}] = types.Piece{Class: types.Bishop, Color: types.Black} b[types.Coordinate{Row: 8, Col: 4}] = types.Piece{Class: types.Queen, Color: types.Black} b[types.Coordinate{Row: 8, Col: 5}] = types.Piece{Class: types.King, Color: types.Black} b[types.Coordinate{Row: 8, Col: 6}] = types.Piece{Class: types.Bishop, Color: types.Black} b[types.Coordinate{Row: 8, Col: 7}] = types.Piece{Class: types.Knight, Color: types.Black} b[types.Coordinate{Row: 8, Col: 8}] = types.Piece{Class: types.Rook, Color: types.Black} } func (b Board) GetPieceAt(coord types.Coordinate) (types.Piece, bool) { piece, found := b[coord] if !found { piece = types.Piece{} } return piece, found } func (b Board) CheckMove(move types.Move) (bool, string) { pieceAtStartSquare, found := b.GetPieceAt(move.StartSquare) if !found { return false, "no piece at start square" } movingColor := pieceAtStartSquare.Color pieceAtEndSquare, found := b.GetPieceAt(move.EndSquare) if found { if pieceAtEndSquare.Color == pieceAtStartSquare.Color { return false, "same-coloured piece at end square" } } // At the moment, we do not need to check if the correct color is moving, //since we are only reading moves from the player whose turn it is. //Check if king of moving color is in check -> move not allowed //Do that by checking if the king is in a square attacked by the other color. oppKingCoordinate := b.getSquareOfPiece(types.Piece{ Class: types.King, Color: movingColor}) if oppKingCoordinate == nil { return false, string(movingColor) + " king not found" } b.isSquareAttacked(*oppKingCoordinate, movingColor.Opposite()) //Check for checkmate //Is every square that the king can move to attacked? And can no other //piece block? -> checkmate //Maybe for checking checkmate, we have to check the 'path' in which the //checkmate is given // |K| | | | |Q| // in this scenaria the path are all the squares between queen and king. // If a piece can be moved into the path, it is no checkmate return true, "" } func (b Board) getSquareOfPiece(piece types.Piece) *types.Coordinate { for k, v := range b { if v == piece { return &k } } return nil } func (b Board) isSquareAttacked(square types.Coordinate, byColor types.ChessColor) bool { attacked := false //get every legal move of color to check if this square is attacked return attacked }