mchess-client/lib/chess_bloc/chess_bloc.dart

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import 'dart:async';
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import 'package:flutter_bloc/flutter_bloc.dart';
import 'package:mchess/chess_bloc/chess_events.dart';
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import 'package:mchess/chessapp/chess_utils.dart';
import 'package:mchess/connection/ws_connection.dart';
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class ChessBloc extends Bloc<ChessEvent, ChessBoardState> {
static final ChessBloc _instance = ChessBloc._internal();
ChessBloc._internal() : super(ChessBoardState.init()) {
on<PieceMoved>(moveHandler);
}
factory ChessBloc.getInstance() {
return ChessBloc();
}
factory ChessBloc() {
return _instance;
}
FutureOr<void> moveHandler(PieceMoved event, Emitter<ChessBoardState> emit) {
Map<ChessCoordinate, ChessPiece> newPosition = state.position;
ServerConnection.getInstance().send(
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'mv ${event.startSquare.toString()} ${event.endSquare.toString()}');
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newPosition[event.endSquare] = state.position[event.startSquare]!;
newPosition[event.startSquare] = const ChessPiece.none();
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print('emitting new state with position $newPosition');
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emit(ChessBoardState(
state.flipped,
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ChessColor.black,
newPosition,
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));
}
bool preCheckHandler(
PreCheckMove event,
) {
ServerConnection.getInstance().send(
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'pc ${event.move.startSquare.toString()} ${event.move.endSquare.toString()}');
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print('Pretending to check a move before you drop a piece');
return true;
}
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}
class ChessBoardState {
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late bool flipped;
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final ChessColor turnColor;
final Map<ChessCoordinate, ChessPiece> position;
ChessBoardState._(this.flipped, this.turnColor, this.position);
factory ChessBoardState(
bool flipped,
ChessColor turnColor,
Map<ChessCoordinate, ChessPiece> position,
) {
return ChessBoardState._(flipped, turnColor, position);
}
factory ChessBoardState.init() {
bool flipped = false;
ChessColor turnColor = ChessColor.white;
Map<ChessCoordinate, ChessPiece> position = {};
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for (int i = 0; i <= 8; i++) {
position[ChessCoordinate(i, 7)] =
ChessPiece(ChessPieceName.blackPawn, ChessColor.black);
position[ChessCoordinate(i, 2)] =
ChessPiece(ChessPieceName.whitePawn, ChessColor.white);
}
position[ChessCoordinate(1, 8)] =
ChessPiece(ChessPieceName.blackRook, ChessColor.black);
position[ChessCoordinate(2, 8)] =
ChessPiece(ChessPieceName.blackKnight, ChessColor.black);
position[ChessCoordinate(3, 8)] =
ChessPiece(ChessPieceName.blackBishop, ChessColor.black);
position[ChessCoordinate(4, 8)] =
ChessPiece(ChessPieceName.blackQueen, ChessColor.black);
position[ChessCoordinate(5, 8)] =
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ChessPiece(ChessPieceName.blackKing, ChessColor.black);
position[ChessCoordinate(6, 8)] =
ChessPiece(ChessPieceName.blackBishop, ChessColor.black);
position[ChessCoordinate(7, 8)] =
ChessPiece(ChessPieceName.blackKnight, ChessColor.black);
position[ChessCoordinate(8, 8)] =
ChessPiece(ChessPieceName.blackRook, ChessColor.black);
position[ChessCoordinate(1, 1)] =
ChessPiece(ChessPieceName.whiteRook, ChessColor.black);
position[ChessCoordinate(2, 1)] =
ChessPiece(ChessPieceName.whiteKnight, ChessColor.black);
position[ChessCoordinate(3, 1)] =
ChessPiece(ChessPieceName.whiteBishop, ChessColor.black);
position[ChessCoordinate(4, 1)] =
ChessPiece(ChessPieceName.whiteQueen, ChessColor.black);
position[ChessCoordinate(5, 1)] =
ChessPiece(ChessPieceName.whiteKing, ChessColor.black);
position[ChessCoordinate(6, 1)] =
ChessPiece(ChessPieceName.whiteBishop, ChessColor.black);
position[ChessCoordinate(7, 1)] =
ChessPiece(ChessPieceName.whiteKnight, ChessColor.black);
position[ChessCoordinate(8, 1)] =
ChessPiece(ChessPieceName.whiteRook, ChessColor.black);
return ChessBoardState._(flipped, turnColor, position);
}
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void flipBoard() {
flipped = !flipped;
}
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}