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Knight.cpp
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Knight.cpp
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#include <stdexcept>
#include <SFML/Graphics.hpp>
#include "Knight.h"
#include "Empty.h"
using namespace std;
Knight::Knight(bool isWhite, int row, int col) {
if (isWhite) {
value = 2;
} else {
value = -2;
}
this->row = row;
this->col = col;
}
void Knight::MovePiece(vector<vector<Piece*>>& board, int toRow, int toCol) {
board.at(toRow).at(toCol) = board.at(row).at(col); // make the to-spot the knight
board.at(row).at(col) = new Empty(row, col); // make knight's curr spot empty
row = toRow; // update row
col = toCol; // update col
}
vector<vector<int>> Knight::GetMoves(vector<vector<Piece*>>& board, int lastMove) {
vector<vector<int>> currMoves; // vector of moves to return
currMoves.resize(8); // make it 2d
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
currMoves.at(j).push_back(0); // initialize each value to 0
}
}
// black knight
if (value == -2) {
// 2 up, 1 left
try {
if (board.at(row - 2).at(col - 1)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 2).at(col - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row - 2).at(col - 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 2 up, 1 right
try {
if (board.at(row - 2).at(col + 1)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 2).at(col + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row - 2).at(col + 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 up, 2 right
try {
if (board.at(row - 1).at(col + 2)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 1).at(col + 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row - 1).at(col + 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 down, 2 right
try {
if (board.at(row + 1).at(col + 2)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 1).at(col + 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row + 1).at(col + 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 2 down, 1 right
try {
if (board.at(row + 2).at(col + 1)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 2).at(col + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row + 2).at(col + 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 2 down, 1 left
try {
if (board.at(row + 2).at(col - 1)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 2).at(col - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row + 2).at(col - 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 down, 2 left
try {
if (board.at(row + 1).at(col - 2)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 1).at(col - 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row + 1).at(col - 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 up, 2 left
try {
if (board.at(row - 1).at(col - 2)->GetValue() >= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 1).at(col - 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(row - 1).at(col - 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
}
// white knight
if (value == 2) {
// 2 up, 1 left
try {
if (board.at(row - 2).at(col - 1)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 2).at(col - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row - 2).at(col - 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 2 up, 1 right
try {
if (board.at(row - 2).at(col + 1)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 2).at(col + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row - 2).at(col + 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 up, 2 right
try {
if (board.at(row - 1).at(col + 2)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 1).at(col + 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row - 1).at(col + 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 down, 2 right
try {
if (board.at(row + 1).at(col + 2)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 1).at(col + 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row + 1).at(col + 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 2 down, 1 right
try {
if (board.at(row + 2).at(col + 1)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 2).at(col + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row + 2).at(col + 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 2 down, 1 left
try {
if (board.at(row + 2).at(col - 1)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 2).at(col - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row + 2).at(col - 1) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 down, 2 left
try {
if (board.at(row + 1).at(col - 2)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row + 1).at(col - 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row + 1).at(col - 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// 1 up, 2 left
try {
if (board.at(row - 1).at(col - 2)->GetValue() <= 0) { // if next piece value is empty or white
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(row - 1).at(col - 2) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(row - 1).at(col - 2) = 1; // make that spot a 1 to indicate it is a valid move
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
} return currMoves;
}
int Knight::GetValue() {
return value;
}
sf::Sprite Knight::DrawPiece(sf::RenderWindow& window, Images& textures) {
sf::Sprite sprite;
if (value == -2) {
sprite.setTexture(textures.bKnight);
} else if (value == 2) {
sprite.setTexture(textures.wKnight);
}
sf::Vector2f newSize(66.0f, 66.0f);
sprite.setScale(newSize.x / sprite.getLocalBounds().width, newSize.y / sprite.getLocalBounds().height);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2);
sprite.setPosition(200.0f + (static_cast<float>(col) * 88.0f) + 44, 75.0f + (static_cast<float>(row) * 88.0f) + 44);
return sprite;
//window.draw(sprite);
}