212 lines
5.9 KiB
Go
212 lines
5.9 KiB
Go
package chess
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import (
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"errors"
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"mchess_server/types"
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"github.com/samber/lo"
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)
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type Position map[types.Coordinate]Piece
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type Board struct {
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position Position
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history []types.Move
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colorToMove types.ChessColor
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}
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func newBoard() Board {
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return Board{
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position: make(Position),
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history: make([]types.Move, 0),
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colorToMove: types.White,
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}
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}
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func (b *Board) Init() {
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var coord types.Coordinate
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for i := 1; i <= 8; i++ {
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coord.Row = 2
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coord.Col = i
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b.position[coord] = Pawn{Color: types.White}
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coord.Row = 7
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coord.Col = i
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b.position[coord] = Pawn{Color: types.Black}
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}
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b.position[types.Coordinate{Row: 1, Col: 1}] = Rook{Color: types.White}
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b.position[types.Coordinate{Row: 1, Col: 2}] = Knight{Color: types.White}
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b.position[types.Coordinate{Row: 1, Col: 3}] = Bishop{Color: types.White}
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b.position[types.Coordinate{Row: 1, Col: 4}] = Queen{Color: types.White}
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b.position[types.Coordinate{Row: 1, Col: 5}] = King{Color: types.White}
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b.position[types.Coordinate{Row: 1, Col: 6}] = Bishop{Color: types.White}
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b.position[types.Coordinate{Row: 1, Col: 7}] = Knight{Color: types.White}
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b.position[types.Coordinate{Row: 1, Col: 8}] = Rook{Color: types.White}
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b.position[types.Coordinate{Row: 8, Col: 1}] = Rook{Color: types.Black}
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b.position[types.Coordinate{Row: 8, Col: 2}] = Knight{Color: types.Black}
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b.position[types.Coordinate{Row: 8, Col: 3}] = Bishop{Color: types.Black}
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b.position[types.Coordinate{Row: 8, Col: 4}] = Queen{Color: types.Black}
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b.position[types.Coordinate{Row: 8, Col: 5}] = King{Color: types.Black}
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b.position[types.Coordinate{Row: 8, Col: 6}] = Bishop{Color: types.Black}
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b.position[types.Coordinate{Row: 8, Col: 7}] = Knight{Color: types.Black}
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b.position[types.Coordinate{Row: 8, Col: 8}] = Rook{Color: types.Black}
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}
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func (b *Board) CheckAndPlay(move types.Move) (bool, string) {
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// We make a copy of the original board to play moves on it,
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// We can play the move on it and then check if it is invalid
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tempBoard := b.getCopyOfBoard()
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//Check start square of move
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pieceAtStartSquare := tempBoard.getPieceAt(move.StartSquare)
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if pieceAtStartSquare == nil {
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return false, "no piece at start square"
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}
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move.ColorMoved = pieceAtStartSquare.GetColor()
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if move.ColorMoved != tempBoard.colorToMove {
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return false, "wrong color moved"
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}
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move.PieceMoved = GetShortNameForPiece(pieceAtStartSquare)
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//Check end square of move
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pieceAtEndSquare := tempBoard.getPieceAt(move.EndSquare)
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if pieceAtEndSquare != nil {
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if pieceAtEndSquare.GetColor() == pieceAtStartSquare.GetColor() {
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return false, "same-coloured piece at end square"
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}
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}
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wasSpecialMove := tempBoard.handleSpecialMove(move)
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if !wasSpecialMove {
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// At the moment, we do not need to check if the correct color is moving,
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//since we are only reading moves from the player whose turn it is.
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allMovesExceptBlocked := pieceAtStartSquare.GetAllNonBlockedMoves(tempBoard, move.StartSquare)
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legal := lo.Contains(allMovesExceptBlocked, move.EndSquare)
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if !legal {
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return false, "not a legal square"
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}
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//We play the move on the temporary board
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delete(tempBoard.position, move.StartSquare)
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tempBoard.position[move.EndSquare] = pieceAtStartSquare
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}
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kingAttacked, err := tempBoard.isKingOfMovingColorInCheck(move.ColorMoved)
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if err != nil {
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return false, "something went wrong"
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}
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if kingAttacked {
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return false, "king would be in check after move"
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}
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//Check for checkmat&e
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//Is every square that the king can move to attacked? And can no other
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//piece block? -> checkmate
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//only check if paths of attacking pieces can be blocked
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//Maybe for checking checkmate, we have to check the 'path' in which the
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//checkmate is given
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// |K| | | | |Q|
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// in this scenaria the path are all the squares between queen and king.
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// If a piece can be moved into the path, it is no checkmate
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//We play the move on the real board
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b.position = tempBoard.position
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b.history = tempBoard.history
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b.colorToMove = b.colorToMove.Opposite()
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b.appendMoveToHistory(move)
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return true, ""
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}
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func (b Board) isKingOfMovingColorInCheck(color types.ChessColor) (bool, error) {
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//Check if king of moving color is in check -> move not allowed
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//Do that by checking if the king is in a square attacked by the other color.
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ownKingCoordinate := b.getSquareOfPiece(King{Color: color})
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if ownKingCoordinate == nil {
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return false, errors.New("no king found")
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}
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kingIsAttacked := b.isSquareAttacked(*ownKingCoordinate, color.Opposite())
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if kingIsAttacked {
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return true, nil
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}
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return false, nil
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}
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func (b Board) getSquareOfPiece(piece Piece) *types.Coordinate {
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for k, v := range b.position {
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if v == piece {
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return &k
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}
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}
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return nil
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}
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func (b Board) isSquareAttacked(square types.Coordinate, byColor types.ChessColor) bool {
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var attackedSquares []types.Coordinate
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for square, piece := range b.position {
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if piece.GetColor() == byColor {
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attackedSquares = append(attackedSquares, piece.GetAllAttackedSquares(b, square)...)
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}
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}
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return lo.Contains(attackedSquares, square)
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}
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func (b Board) getPieceAt(coord types.Coordinate) Piece {
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piece, found := b.position[coord]
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if !found {
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return nil
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}
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return piece
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}
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func (b *Board) appendMoveToHistory(move types.Move) {
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b.history = append(b.history, move)
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}
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func (b Board) getLastMove() types.Move {
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if len(b.history) < 1 {
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return types.Move{}
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}
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return b.history[len(b.history)-1]
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}
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func (b Board) getCopyOfBoard() Board {
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return Board{
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position: b.position.getCopyOfPosition(),
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history: b.history,
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colorToMove: b.colorToMove,
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}
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}
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func (p Position) getCopyOfPosition() Position {
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position := make(Position)
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for coord, piece := range p {
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position[coord] = piece
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}
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return position
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}
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func (b *Board) handleSpecialMove(move types.Move) bool {
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var was bool
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var pieceAtStartSquare = b.getPieceAt(move.StartSquare)
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switch piece := pieceAtStartSquare.(type) {
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case Pawn:
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was = piece.HandlePossiblePromotion(b, move)
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if !was {
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was = piece.HandleEnPassant(b, move, b.getLastMove())
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}
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}
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return was
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}
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