Restructure special move handling.
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@ -57,20 +57,18 @@ func (b *Board) Init() {
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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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func (b *Board) CheckAndPlay(move types.Move) (bool, Violation) {
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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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return false, NoPieceAtStartSquare
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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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return false, WrongColorMoved
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}
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move.PieceMoved = GetShortNameForPiece(pieceAtStartSquare)
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@ -78,19 +76,17 @@ func (b *Board) CheckAndPlay(move types.Move) (bool, string) {
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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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return false, TargetSquareIsOccupied
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}
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}
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wasSpecialMove := tempBoard.handleSpecialMove(move)
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wasSpecialMove, err := 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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if !wasSpecialMove {
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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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return false, InvalidMove
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}
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//We play the move on the temporary board
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@ -100,25 +96,12 @@ func (b *Board) CheckAndPlay(move types.Move) (bool, string) {
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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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return false, SomethingWentWrong
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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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return false, KingInCheck
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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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@ -202,18 +185,19 @@ func (p Position) getCopyOfPosition() Position {
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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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func (b *Board) handleSpecialMove(move types.Move) (bool, error) {
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var was bool
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var err error
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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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was, err = 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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was, err = piece.HandleEnPassant(b, move, b.getLastMove())
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}
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case King:
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was = piece.HandleCastling(b, move)
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was, err = piece.HandleCastling(b, move)
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}
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return was
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return was, err
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}
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@ -75,13 +75,13 @@ func (game *Game) Handle() {
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gameState = CheckMove
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case CheckMove:
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valid, reason := game.board.CheckAndPlay(receivedMove)
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valid, ruleViolation := game.board.CheckAndPlay(receivedMove)
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if valid {
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gameState = CheckPlayerChange
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} else {
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log.Println("invalid move because " + reason)
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invalidMoveMessage, err := api.GetInvalidMoveMessage(receivedMove, reason)
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log.Println(err)
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invalidMoveMessage, err := api.GetInvalidMoveMessage(receivedMove, ruleViolation.String())
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if err != nil {
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log.Println("Error marshalling 'colorDetermined' message for player 1", err)
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return
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@ -29,14 +29,14 @@ func (k King) AfterMoveAction(board *Board, fromSquare types.Coordinate) {
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}
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}
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func (k King) HandleCastling(board *Board, move types.Move) bool {
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func (k King) HandleCastling(board *Board, move types.Move) (bool,error) {
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if k.hadMovedBefore(board) {
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return false
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return false, nil
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}
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valid, dir := k.movedOnValidCastlingSquare(board, move)
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if !valid {
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return false
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return false, nil
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}
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switch k.Color {
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@ -47,7 +47,7 @@ func (k King) HandleCastling(board *Board, move types.Move) bool {
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}
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k.playCastlingOnBoard(board, move, dir)
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return true
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return true, nil
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}
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func (k King) hadMovedBefore(b *Board) bool {
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@ -32,7 +32,7 @@ func (p Pawn) GetColor() types.ChessColor {
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return p.Color
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}
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func (p *Pawn) HandlePossiblePromotion(b *Board, move types.Move) bool {
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func (p *Pawn) HandlePossiblePromotion(b *Board, move types.Move) (bool,error) {
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var isPromotionMove bool
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var promotionToPiece types.PieceShortName
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@ -62,14 +62,14 @@ func (p *Pawn) HandlePossiblePromotion(b *Board, move types.Move) bool {
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b.position[move.EndSquare] = GetPieceForShortName(promotionToPiece, move.ColorMoved)
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}
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return isPromotionMove
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return isPromotionMove, nil
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}
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func (p *Pawn) HandleEnPassant(b *Board, move, lastMove types.Move) bool {
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func (p *Pawn) HandleEnPassant(b *Board, move, lastMove types.Move) (bool, error){
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var wasEnPassant bool
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if lastMove.PieceMoved != types.PawnShortName {
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return false
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return false, nil
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}
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switch move.ColorMoved {
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@ -126,7 +126,7 @@ func (p *Pawn) HandleEnPassant(b *Board, move, lastMove types.Move) bool {
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b.position[move.EndSquare] = GetPieceForShortName(move.PieceMoved, move.ColorMoved)
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}
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return wasEnPassant
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return wasEnPassant, nil
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}
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func (p Pawn) getAllMoves(fromSquare types.Coordinate) []types.Coordinate {
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theoreticalMoves := make([]types.Coordinate, 0, 4)
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16
chess/violation.go
Normal file
16
chess/violation.go
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@ -0,0 +1,16 @@
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package chess
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type Violation string
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var (
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InvalidMove Violation = "invalid move"
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NoPieceAtStartSquare Violation = "no piece at start square"
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WrongColorMoved Violation = "wrong color moved"
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TargetSquareIsOccupied Violation = "target square is occupied"
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KingInCheck Violation = "king would be in check after move"
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SomethingWentWrong Violation = "something went wrong"
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)
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func (v Violation) String() string {
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return string(v)
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}
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