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King.cpp
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#include "King.h"
King::King(bool color) {
if (color) {
pieceType.setTexture(TextureManager::GetTexture("white_king"));
}
else {
pieceType.setTexture(TextureManager::GetTexture("black_king"));
}
ChessPiece::color = color;
dragging = false;
moveCount = 0;
canEnPassant = false;
canCastle = false;
canCastleLeft = false;
canCastleRight = false;
inCheck = false;
attackingKing = false;
protectingKing = false;
alreadyModified = false;
name = "King";
}
void King::AddKingMove(vector<vector<ChessPiece*>>& gridPieces, int activeRowIndex, int rowOffset, int activeColIndex, int colOffset, int activePieceOriginalPositionX, int activePieceOriginalPositionY, vector<ChessPiece*>& whitePieces, vector<ChessPiece*>& blackPieces) {
legalMoves.push_back(sf::Vector2f(activePieceOriginalPositionX + (96 * colOffset), activePieceOriginalPositionY + (96 * rowOffset)));
legalMovesIncludingFriendlyFire.push_back(legalMoves[legalMoves.size() - 1]);
try {
ChessPiece* target = gridPieces.at(activeRowIndex + rowOffset).at(activeColIndex + colOffset);
if (target != nullptr) { //Can't attack friendlies
if (target->GetColor() == this->GetColor()) {
legalMoves.pop_back();
return;
}
else { //Can only capture if it doesn't kill the king
if (color) {
for (int i = 0; i < blackPieces.size(); i++) {
if (blackPieces[i]->GetName() == "Pawn") { //The pawn is protected and cannot be captured safely
if ((legalMoves[legalMoves.size() - 1].x == blackPieces[i]->GetSprite().getPosition().x + 96 &&
legalMoves[legalMoves.size() - 1].y == blackPieces[i]->GetSprite().getPosition().y + 96) ||
(legalMoves[legalMoves.size() - 1].x == blackPieces[i]->GetSprite().getPosition().x - 96 &&
legalMoves[legalMoves.size() - 1].y == blackPieces[i]->GetSprite().getPosition().y + 96)) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
else {
for (int j = 0; j < blackPieces[i]->GetLegalMovesWithFF().size(); j++) {
if (legalMoves[legalMoves.size() - 1] == blackPieces[i]->GetLegalMovesWithFF()[j]) { //The piece is protected and cannot be captured safely
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
}
else {
for (int i = 0; i < whitePieces.size(); i++) {
if (whitePieces[i]->GetName() == "Pawn") { //The pawn is protected and cannot be captured safely
if ((legalMoves[legalMoves.size() - 1].x == whitePieces[i]->GetSprite().getPosition().x + 96 &&
legalMoves[legalMoves.size() - 1].y == whitePieces[i]->GetSprite().getPosition().y - 96) ||
(legalMoves[legalMoves.size() - 1].x == whitePieces[i]->GetSprite().getPosition().x - 96 &&
legalMoves[legalMoves.size() - 1].y == whitePieces[i]->GetSprite().getPosition().y - 96)) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
else {
for (int j = 0; j < whitePieces[i]->GetLegalMovesWithFF().size(); j++) {
if (legalMoves[legalMoves.size() - 1] == whitePieces[i]->GetLegalMovesWithFF()[j]) { //The piece is protected and cannot be captured safely
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
}
}
}
else { //Can't move onto enemy controlled tiles
if (inCheck) {
if (color) { //A White King in check must move to a safe square
for (int i = 0; i < blackPieces.size(); i++) {
if (blackPieces[i]->IsAttackingKing()) {
if (blackPieces[i]->GetName() == "Pawn") {
//If a pawn is checking the king, the king may still move anywhere else
}
else {
for (int j = 0; j < blackPieces[i]->GetTotalMoves().size(); j++) { //Can't stay in enemy space
if (legalMoves[legalMoves.size() - 1] == blackPieces[i]->GetTotalMoves()[j]) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
else {
if (blackPieces[i]->GetName() == "Pawn") {
if ((legalMoves[legalMoves.size() - 1].x == blackPieces[i]->GetSprite().getPosition().x + 96 &&
legalMoves[legalMoves.size() - 1].y == blackPieces[i]->GetSprite().getPosition().y + 96) ||
(legalMoves[legalMoves.size() - 1].x == blackPieces[i]->GetSprite().getPosition().x - 96 &&
legalMoves[legalMoves.size() - 1].y == blackPieces[i]->GetSprite().getPosition().y + 96)) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
else {
for (int j = 0; j < blackPieces[i]->GetLegalMoves().size(); j++) { //Can't move into enemy space
if (legalMoves[legalMoves.size() - 1] == blackPieces[i]->GetLegalMoves()[j]) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
}
}
else { //A Black King in check must move to a safe square
for (int i = 0; i < whitePieces.size(); i++) {
if (whitePieces[i]->IsAttackingKing()) {
if (whitePieces[i]->GetName() == "Pawn") {
//If a pawn is checking the king, the king may still move anywhere else
}
else {
for (int j = 0; j < whitePieces[i]->GetTotalMoves().size(); j++) { //Can't stay in enemy space
if (legalMoves[legalMoves.size() - 1] == whitePieces[i]->GetTotalMoves()[j]) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
else {
if (whitePieces[i]->GetName() == "Pawn") {
if ((legalMoves[legalMoves.size() - 1].x == whitePieces[i]->GetSprite().getPosition().x + 96 &&
legalMoves[legalMoves.size() - 1].y == whitePieces[i]->GetSprite().getPosition().y - 96) ||
(legalMoves[legalMoves.size() - 1].x == whitePieces[i]->GetSprite().getPosition().x - 96 &&
legalMoves[legalMoves.size() - 1].y == whitePieces[i]->GetSprite().getPosition().y - 96)) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
else {
for (int j = 0; j < whitePieces[i]->GetLegalMoves().size(); j++) { //Can't move into enemy space
if (legalMoves[legalMoves.size() - 1] == whitePieces[i]->GetLegalMoves()[j]) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
}
}
}
else {
if (color) { //White King cannot move into a Black controlled tile
for (int i = 0; i < blackPieces.size(); i++) {
if (blackPieces[i]->GetName() == "Pawn") { //The King can't move diagonal to a pawn
if ((legalMoves[legalMoves.size() - 1].x == blackPieces[i]->GetSprite().getPosition().x + 96 &&
legalMoves[legalMoves.size() - 1].y == blackPieces[i]->GetSprite().getPosition().y + 96) ||
(legalMoves[legalMoves.size() - 1].x == blackPieces[i]->GetSprite().getPosition().x - 96 &&
legalMoves[legalMoves.size() - 1].y == blackPieces[i]->GetSprite().getPosition().y + 96)) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
else {
for (int j = 0; j < blackPieces[i]->GetLegalMoves().size(); j++) { //Can't move into enemy space
if (legalMoves[legalMoves.size() - 1] == blackPieces[i]->GetLegalMoves()[j]) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
}
else { //Black King cannot move into a White controlled tile
for (int i = 0; i < whitePieces.size(); i++) {
if (whitePieces[i]->GetName() == "Pawn") { //The King can't move diagonal to a pawn
if ((legalMoves[legalMoves.size() - 1].x == whitePieces[i]->GetSprite().getPosition().x + 96 &&
legalMoves[legalMoves.size() - 1].y == whitePieces[i]->GetSprite().getPosition().y - 96) ||
(legalMoves[legalMoves.size() - 1].x == whitePieces[i]->GetSprite().getPosition().x - 96 &&
legalMoves[legalMoves.size() - 1].y == whitePieces[i]->GetSprite().getPosition().y - 96)) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
else {
for (int j = 0; j < whitePieces[i]->GetLegalMoves().size(); j++) { //Can't move into enemy space
if (legalMoves[legalMoves.size() - 1] == whitePieces[i]->GetLegalMoves()[j]) {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
}
}
}
}
catch (const out_of_range& e) {
legalMoves.pop_back(); //The space wasn't on the board
legalMovesIncludingFriendlyFire.pop_back();
return;
}
//Scan around the proposed move for an enemy king
try {
bool exit = false;
for (int rowOffsetTwo = -1; rowOffsetTwo <= 1; rowOffsetTwo++) {
for (int colOffsetTwo = -1; colOffsetTwo <= 1; colOffsetTwo++) {
ChessPiece* target = gridPieces.at(activeRowIndex + rowOffset + rowOffsetTwo).at(activeColIndex + colOffset + colOffsetTwo);
if (target != nullptr && target->GetColor() != this->color && target->GetName() == "King") {
legalMoves.pop_back();
legalMovesIncludingFriendlyFire.pop_back();
return;
}
}
}
}
catch (const out_of_range& e) {
//cout << e.what() << endl;
}
}
void King::CheckCanCastle(vector<vector<ChessPiece*>>& gridPieces, int activeRowIndex, int activeColIndex, int activePieceOriginalPositionX, int activePieceOriginalPositionY, vector<ChessPiece*>& whitePieces, vector<ChessPiece*>& blackPieces) {
//2. The left rook has not moved
//3. The king is not in check
//4. The spaces in between are not occupied
ChessPiece* leftRook = gridPieces[activeRowIndex][activeColIndex - 4]; //Knowing the king hasn't moved, this is where the left rook should be
if (!inCheck && leftRook != nullptr && leftRook->GetMoveCount() == 0 && gridPieces[activeRowIndex][activeColIndex - 1] == nullptr && gridPieces[activeRowIndex][activeColIndex - 2] == nullptr && gridPieces[activeRowIndex][activeColIndex - 3] == nullptr) {
//5. None of the spaces in between are being attacked
//6. The target of the king's move is not being attacked
if (color) { //White king is attempting to castle left, see if black is attacking any of the involved tiles
for (unsigned int i = 0; i < blackPieces.size(); i++) {
for (unsigned int j = 0; j < blackPieces[i]->GetLegalMoves().size(); j++) {
if (blackPieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX - (96 * 1), activePieceOriginalPositionY) ||
blackPieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX - (96 * 2), activePieceOriginalPositionY)) {
//The space in between or the target square is being attacked. White king cannot castle left.
canCastleLeft = false;
}
}
}
//None of the relevant spaces were attacked, white king may castle left
if (canCastleLeft) {
AddKingMove(gridPieces, activeRowIndex, 0, activeColIndex, -2, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
}
}
else { //Black king is attempting to castle left, see if white is attacking any of the involved tiles
for (unsigned int i = 0; i < whitePieces.size(); i++) {
for (unsigned int j = 0; j < whitePieces[i]->GetLegalMoves().size(); j++) {
if (whitePieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX - (96 * 1), activePieceOriginalPositionY) ||
whitePieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX - (96 * 2), activePieceOriginalPositionY)) {
//The space in between or the target square is being attacked. White king cannot castle left.
canCastleLeft = false;
}
}
}
//None of the relevant spaces were attacked, white king may castle left
if (canCastleLeft) {
AddKingMove(gridPieces, activeRowIndex, 0, activeColIndex, -2, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
}
}
}
else {
//The rook wasn't there or has previously moved, or the spaces in between were occupied, or the king is in check. Cannot castle left
canCastleLeft = false;
}
//Now checking Castle Right
ChessPiece* rightRook = gridPieces[activeRowIndex][activeColIndex + 3]; //Knowing the king hasn't moved, this is where the right rook should be
if (!inCheck && rightRook != nullptr && rightRook->GetMoveCount() == 0 && gridPieces[activeRowIndex][activeColIndex + 1] == nullptr && gridPieces[activeRowIndex][activeColIndex + 2] == nullptr) {
//5. None of the spaces in between are being attacked
//6. The target of the king's move is not being attacked
if (color) { //White king is attempting to castle right, see if black is attacking any of the involved tiles
for (unsigned int i = 0; i < blackPieces.size(); i++) {
for (unsigned int j = 0; j < blackPieces[i]->GetLegalMoves().size(); j++) {
if (blackPieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX + (96 * 1), activePieceOriginalPositionY) ||
blackPieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX + (96 * 2), activePieceOriginalPositionY)) {
//The space in between or the target square is being attacked. White king cannot castle right.
canCastleRight = false;
}
}
}
//None of the relevant spaces were attacked, white king may castle right
if (canCastleRight) {
AddKingMove(gridPieces, activeRowIndex, 0, activeColIndex, 2, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
}
}
else { //Black king is attempting to castle right, see if white is attacking any of the involved tiles
for (unsigned int i = 0; i < whitePieces.size(); i++) {
for (unsigned int j = 0; j < whitePieces[i]->GetLegalMoves().size(); j++) {
if (whitePieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX + (96 * 1), activePieceOriginalPositionY) ||
whitePieces[i]->GetLegalMoves()[j] == sf::Vector2f(activePieceOriginalPositionX + (96 * 2), activePieceOriginalPositionY)) {
//The space in between or the target square is being attacked. White king cannot castle right.
canCastleRight = false;
}
}
}
//None of the relevant spaces were attacked, white king may castle right
if (canCastleRight) {
AddKingMove(gridPieces, activeRowIndex, 0, activeColIndex, 2, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
}
}
}
else {
//The rook wasn't there or has previously moved, or the spaces in between were occupied, or the king is in check. Cannot castle right
canCastleRight = false;
}
if (!(canCastleRight || canCastleLeft)) {
canCastle = false;
}
}
void King::CalculateLegalMoves(vector<vector<ChessPiece*>>& gridPieces, int activeRowIndex, int activeColIndex, int activePieceOriginalPositionX, int activePieceOriginalPositionY, vector<Log>& logs, vector<ChessPiece*>& whitePieces, vector<ChessPiece*>& blackPieces) {
legalMoves.clear();
legalMovesIncludingFriendlyFire.clear();
if (moveCount == 0 && (activeRowIndex == 0 && activeColIndex == 4) || (activeRowIndex == 7 && activeColIndex == 4)) { //1. The king has not moved
//Assume the king can castle everywhere first
canCastle = true;
canCastleLeft = true;
canCastleRight = true;
CheckCanCastle(gridPieces, activeRowIndex, activeColIndex, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
}
else {
canCastle = false;
//By now, all castling conditions are thinned
}
AddKingMove(gridPieces, activeRowIndex, -1, activeColIndex, -1, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
AddKingMove(gridPieces, activeRowIndex, -1, activeColIndex, 0, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
AddKingMove(gridPieces, activeRowIndex, -1, activeColIndex, 1, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
AddKingMove(gridPieces, activeRowIndex, 0, activeColIndex, -1, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
AddKingMove(gridPieces, activeRowIndex, 0, activeColIndex, 1, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
AddKingMove(gridPieces, activeRowIndex, 1, activeColIndex, -1, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
AddKingMove(gridPieces, activeRowIndex, 1, activeColIndex, 0, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
AddKingMove(gridPieces, activeRowIndex, 1, activeColIndex, 1, activePieceOriginalPositionX, activePieceOriginalPositionY, whitePieces, blackPieces);
totalMoves = legalMoves;
}