Init project

This commit is contained in:
Loic Guegan 2022-01-29 11:52:47 +01:00
commit e9d328acf4
19 changed files with 23418 additions and 0 deletions

196
src/Board.cpp Normal file
View file

@ -0,0 +1,196 @@
#include "Board.hpp"
namespace chessarbiter {
bool Board::IsEmpty(std::string coord) {
for (Piece &p : pieces) {
if (p.coord == coord) {
return (false);
}
}
return (true);
}
bool Board::AddPiece(char p, std::string coord) {
if (IsEmpty(coord)) {
Piece piece(p, coord);
pieces.push_back(piece);
return (true);
}
return (false);
}
bool Board::RemovePiece(std::string coord) {
for (char i = 0; i < pieces.size(); i++) {
if (pieces[i].coord == coord) {
pieces.erase(pieces.begin() + i);
return (true);
}
}
return false;
}
Piece Board::GetPieceAt(std::string coord) {
for (Piece &p : pieces) {
if (p.coord == coord)
return p;
}
throw NoPieceFound();
}
std::vector<Piece> Board::GetPlayerPieces(bool isBlack) {
std::vector<Piece> pp;
for (Piece &p : pieces) {
if (p.isBlack == isBlack) {
pp.push_back(p);
}
}
return (pp);
}
short Board::CountPiece(char c) {
char count = 0;
for (Piece &p : pieces) {
if (p.piece == c) {
count++;
}
}
return (count);
}
void Board::Clear() { pieces.clear(); }
std::string Board::GetKingLocation(bool isBlack) {
for (Piece &p : pieces) {
if (p.isBlack == isBlack) {
if (p.piece == 'k' || p.piece == 'K') {
return (p.coord);
}
}
}
throw NoPieceFound();
}
void Board::Move(std::string move) {
std::string src(move.substr(0, 2));
std::string dst(move.substr(2, 2));
if (!IsEmpty(src)) {
if (!IsEmpty(dst)) {
RemovePiece(dst);
}
for (Piece &p : pieces) {
if (p.coord == src) {
p.coord = dst;
}
}
}
}
std::string Board::Serialize() {
std::string s;
for (short i = 0; i < 8; i++) {
for (short j = 0; j < 8; j++) {
try {
Piece p = GetPieceAt((char)('a' + j) + std::string() + (char)('8' - i));
s += p.piece;
} catch (...) {
s += " ";
}
}
}
return (s);
}
bool Board::IsMovePossible(std::string move) {
std::string src(move.substr(0, 2));
std::string dst(move.substr(2, 2));
if (src == dst) {
return (false);
}
Piece srcp = GetPieceAt(src);
// Check move is possible
std::vector<std::string> srcm = srcp.GetMoves();
if (find(srcm.begin(), srcm.end(), dst) == srcm.end()) {
return (false);
}
// Check colors on dst square
if (!IsEmpty(dst)) {
Piece dstp = GetPieceAt(dst);
if (srcp.isBlack == dstp.isBlack)
return (false);
}
// Check if no piece in between
if (src[0] == dst[0] || src[1] == dst[1]) { // Rook like moves
if (src[0] == dst[0]) { // Vertical
char side = 1;
if (src[1] > dst[1]) {
side = -1;
}
char r = src[1] + 1 * side;
while (r != dst[1]) {
if (!IsEmpty(src[0] + std::string() + r)) {
return (false);
}
r += 1 * side;
}
} else { // Horizontal
char side = 1;
if (src[0] > dst[0]) {
side = -1;
}
char f = src[0] + 1 * side;
while (f != dst[0]) {
if (!IsEmpty(f + std::string() + src[1])) {
return (false);
}
f += 1 * side;
}
}
} else if ((src[0] - dst[0] == src[1] - dst[1]) ||
(dst[0] - src[0] == src[1] - dst[1])) { // Bishop like moves
// That code if for diagonal 1 (bottom left to up right)
// Using the d2 variable allow to reuse the same code for the 2 diagonals
char d2 = 1; // d2 stand for diagonal 2 (bottom right to up left)
if ((dst[0] - src[0] == src[1] - dst[1])) { // If move is for diagonal 2
d2 = -1;
}
// Move direction check
char side = 1;
if (src[0] > dst[0]) {
side = -1;
}
// Setup variables
char f = src[0] + 1 * side;
char r = src[1] + d2 * side;
// Perform empty square checks
while (f != dst[0], r != dst[1]) {
if (!IsEmpty(f + std::string() + r)) {
return (false);
}
f += 1 * side;
r += d2 * side;
}
}
return (true);
}
std::vector<std::string> Board::ListPossibleMoves(bool isBlack) {
std::vector<std::string> moves;
for (Piece &p : pieces) {
if (p.isBlack == isBlack) {
for (std::string &m : p.GetMoves()) {
if (IsMovePossible(p.coord + m)) {
moves.push_back(p.coord + m);
}
}
}
}
return (moves);
}
} // namespace chessarbiter

44
src/Board.hpp Normal file
View file

@ -0,0 +1,44 @@
#include "Piece.hpp"
#include <algorithm>
#include <exception>
#include <iostream>
#include <string>
namespace chessarbiter {
class Board {
std::vector<Piece> pieces;
public:
/// @brief Check if a square is empty
bool IsEmpty(std::string);
/// @brief Add a piece (no checks are performed on coord)
bool AddPiece(char p, std::string);
/// @brief Remove a piece from a square
bool RemovePiece(std::string);
/// @brief Get piece at a specific coordinate
Piece GetPieceAt(std::string);
/// @brief Get the pieces of a player
std::vector<Piece> GetPlayerPieces(bool);
/// @brief Count the number of a specific piece on the board
short CountPiece(char);
/// @brief Get the location of the first king found on the board
std::string GetKingLocation(bool);
/// @brief Check if a move is technically possible (does not means it is
/// legal)
bool IsMovePossible(std::string);
/// @brief Clear the board
void Clear();
/// @brief Move a piece somewhere no matter what
void Move(std::string);
/// @brief Get a serialize version of the board
std::string Serialize();
/// @brief List all the technically possible moves of a player
std::vector<std::string> ListPossibleMoves(bool);
};
struct NoPieceFound : public std::exception {
const char *what() const throw() { return "No piece found"; }
};
} // namespace chessarbiter

309
src/ChessArbiter.cpp Normal file
View file

@ -0,0 +1,309 @@
#include "ChessArbiter.hpp"
namespace chessarbiter {
ChessArbiter::ChessArbiter()
: wPawn(1), wRook(5), wKnight(3), wBishop(3), wQueen(9), wKing(0) {}
void ChessArbiter::Setup(std::string fen) {
SetFEN(fen);
fen_last = this->fen;
}
void ChessArbiter::SetFEN(FEN fen) { SetFEN(FENParser::Serialize(fen)); }
void ChessArbiter::SetFEN(std::string newfen) {
fen = FENParser::Parse(newfen);
board.Clear();
for (int i = 0; i < 64; i++) {
if (fen.board[i] != ' ') {
char f = 'a' + ((i) % 8);
char r = '8' - ((i) / 8);
board.AddPiece(fen.board[i], f + std::string() + r);
}
}
}
std::string ChessArbiter::GetFEN() { return (FENParser::Serialize(fen)); }
std::string ChessArbiter::GetBoard() { return (fen.board); }
bool ChessArbiter::IsBlackTurn() { return (fen.player == 'b'); }
bool ChessArbiter::IsCheck(bool isBlack) {
std::string kingloc = board.GetKingLocation(isBlack);
return (IsAttacked(kingloc, !isBlack));
}
bool ChessArbiter::Play(std::string move) {
std::vector<std::string> moves = ListLegalMoves(fen.player);
if (find(moves.begin(), moves.end(), move) != moves.end()) {
Piece moved = board.GetPieceAt(move.substr(0, 2)); // This call never fail
std::string src = move.substr(0, 2);
std::string dst = move.substr(2, 2);
bool IsCapture = !board.IsEmpty(dst);
FEN newFen = fen;
// Perform the move
if (move == "O-O" || move == "O-O-O") {
if (fen.player && move == "O-O") {
board.Move("e8g8");
board.Move("h8e8");
} else if (fen.player && move == "O-O") {
board.Move("e8c8");
board.Move("a8d8");
} else if (!fen.player && move == "O-O") {
board.Move("e1g1");
board.Move("h1e1");
} else {
board.Move("e1c1");
board.Move("a1d1");
}
} else {
board.Move(move);
}
// Update halfmove
newFen.halfmove++;
// Check enpassant
newFen.en_passant = "-";
if (moved.piece == 'p' || moved.piece == 'P') {
if (fen.player && (dst[1] - src[1] == 2)) {
newFen.en_passant = src[0] + std::string() + (char)(src[1] - 1);
} else if (!fen.player && (dst[1] - src[1] == 2)) {
newFen.en_passant = src[0] + std::string() + (char)(src[1] + 1);
}
newFen.halfmove = 0; // Pawn moves reset half moves
}
// Captures reset half moves
if (IsCapture) {
newFen.halfmove = 0;
}
if (newFen.player) {
newFen.move++;
}
newFen.board = board.Serialize();
newFen.player = !newFen.player;
// Castle update if one is true
if (newFen.white_castle_long || newFen.white_castle_short ||
newFen.black_castle_long || newFen.black_castle_short) {
if (moved.piece == 'R' && src == "a1") {
newFen.white_castle_long = false;
} else if (moved.piece == 'R' && src == "h1") {
newFen.white_castle_short = false;
} else if (moved.piece == 'r' && src == "a8") {
newFen.black_castle_long = false;
} else if (moved.piece == 'r' && src == "h8") {
newFen.black_castle_short = false;
} else if (moved.piece == 'K' || (!fen.player && src == "O-")) {
newFen.white_castle_long = false;
newFen.white_castle_short = false;
} else if (moved.piece == 'k' || (fen.player && src == "O-")) {
newFen.black_castle_long = false;
newFen.black_castle_short = false;
}
}
// Update fen!
fen_last = fen;
fen = newFen;
// Check for illegal move
if (IsCheck(!fen.player)) {
SetFEN(fen_last);
return (false);
}
return (true);
}
return (false);
}
bool ChessArbiter::IsAttacked(std::string square, bool by) {
std::vector<std::string> moves = board.ListPossibleMoves(by);
for (std::string &m : moves) {
std::string src = m.substr(0, 2);
std::string dst = m.substr(2, 2);
if (dst == square) {
// Pawn do not attack forward
Piece p = board.GetPieceAt(src);
if (p.piece == 'p' || p.piece == 'P') {
if (src[0] != dst[0]) {
return (true);
}
} else {
return (true);
}
}
}
return (false);
}
bool ChessArbiter::IsCastlePossible(bool isBlack, bool isLong) {
if (isBlack && isLong && fen.black_castle_long) {
if (board.IsEmpty("d8") && board.IsEmpty("c8") && board.IsEmpty("b8")) {
if (!IsAttacked("d8", false) && !IsAttacked("c8", false)) {
return (true);
}
}
} else if (isBlack && !isLong && fen.black_castle_short) {
if (board.IsEmpty("f8") && board.IsEmpty("g8")) {
if (!IsAttacked("f8", false) && !IsAttacked("g8", false)) {
return (true);
}
}
} else if (!isBlack && isLong && fen.white_castle_long) {
if (board.IsEmpty("d1") && board.IsEmpty("c1") && board.IsEmpty("b1")) {
if (!IsAttacked("d1", true) && !IsAttacked("c1", true)) {
return (true);
}
}
} else if (!isBlack && !isLong && fen.white_castle_short) {
if (board.IsEmpty("f1") && board.IsEmpty("g1")) {
if (!IsAttacked("f1", true) && !IsAttacked("g1", true)) {
return (true);
}
}
}
return (false);
}
int ChessArbiter::GetMaterialScore() {
int whiteScore = 0;
int blackScore = 0;
for (char i = 0; i < 2; i++) {
int *score = &whiteScore;
if (i > 0) {
score = &blackScore;
}
for (Piece &p : board.GetPlayerPieces((bool)i)) {
switch (tolower(p.piece)) {
case 'p':
(*score) += wPawn;
break;
case 'r':
(*score) += wRook;
break;
case 'n':
(*score) += wKnight;
break;
case 'b':
(*score) += wBishop;
break;
case 'q':
(*score) += wQueen;
break;
default:
(*score) += wKing;
}
}
}
return (whiteScore - blackScore);
}
std::string ChessArbiter::GetCaptures(bool isBlack) {
std::string captures;
// Pawn
char p = 'P';
if (!isBlack)
p = 'p';
for (char i = 8 - board.CountPiece(p); i > 0; i--) {
captures += p;
}
// Rook
p = 'R';
if (!isBlack)
p = 'r';
for (char i = 2 - board.CountPiece(p); i > 0; i--) {
captures += p;
}
// Knight
p = 'N';
if (!isBlack)
p = 'n';
for (char i = 2 - board.CountPiece(p); i > 0; i--) {
captures += p;
}
// Bishop
p = 'B';
if (!isBlack)
p = 'b';
for (char i = 2 - board.CountPiece(p); i > 0; i--) {
captures += p;
}
// Queen
p = 'Q';
if (!isBlack)
p = 'q';
for (char i = 1 - board.CountPiece(p); i > 0; i--) {
captures += p;
}
// King :D
p = 'K';
if (!isBlack)
p = 'k';
for (char i = 1 - board.CountPiece(p); i > 0; i--) {
captures += p;
}
return (captures);
}
std::vector<std::string> ChessArbiter::ListLegalMoves(bool isBlack) {
std::vector<std::string> moves;
for (std::string &move : board.ListPossibleMoves(isBlack)) {
std::string src = move.substr(0, 2);
std::string dst = move.substr(2, 2);
Piece srcp = board.GetPieceAt(src); // This call never fail
bool IsDstEmpty = board.IsEmpty(dst);
// Pawns side moves
if ((srcp.piece == 'p' || srcp.piece == 'P') && (src[0] != dst[0])) {
if (!IsDstEmpty) {
Piece attacked = board.GetPieceAt(dst);
if (srcp.isBlack != attacked.isBlack)
moves.push_back(move);
} else if (dst == fen.en_passant) {
moves.push_back(move);
}
} else {
moves.push_back(move);
}
}
// Casling
if (IsCastlePossible(isBlack, false))
moves.push_back("O-O");
if (IsCastlePossible(isBlack, true))
moves.push_back("O-O-O");
return (moves);
}
bool ChessArbiter::IsPlayable() {
char nK = board.CountPiece('K');
if (nK == 1 && nK == board.CountPiece('k')) {
if (!IsCheck(!fen.player)) {
return (true);
}
}
return (false);
}
bool ChessArbiter::IsCheckMate() {
if (IsCheck(fen.player)) {
std::vector<std::string> moves = ListLegalMoves(fen.player);
for(std::string &move: moves){
if(Play(move)){
SetFEN(fen_last);
return(false);
}
}
return(true);
}
return (false);
}
} // namespace chessarbiter

40
src/ChessArbiter.hpp Normal file
View file

@ -0,0 +1,40 @@
#include "Board.hpp"
#include "Fen.hpp"
#include <iostream>
namespace chessarbiter {
class ChessArbiter {
Board board;
FEN fen;
FEN fen_last; // To undo a move
int wPawn, wRook, wKnight, wBishop, wQueen, wKing;
public:
ChessArbiter();
void Setup(std::string);
void SetFEN(std::string);
void SetFEN(FEN);
std::string GetFEN();
/// @brief Check which player is going to play
bool IsBlackTurn();
/// @brief Check if a side is in check
bool IsCheck(bool);
/// @brief Play a move (return false if it's illegal)
bool Play(std::string);
/// @brief Check if a square is attacked by a particular player
bool IsAttacked(std::string, bool);
/// @brief Get the serialized board
std::string GetBoard();
/// @brief Get current position evaluation according to player's material
int GetMaterialScore();
/// @brief Check if position is legal
bool IsPlayable();
/// @brief Get pieces captures by a player
std::string GetCaptures(bool);
/// @brief List all the legal moves of a player
std::vector<std::string> ListLegalMoves(bool);
/// @brief Check if a specific castle is possible by a player
bool IsCastlePossible(bool, bool);
bool IsCheckMate();
};
} // namespace chessarbiter

170
src/Fen.cpp Normal file
View file

@ -0,0 +1,170 @@
#include "Fen.hpp"
namespace chessarbiter {
std::string FENParser::normalize_rank(std::string fen_rank) {
std::string normalized;
for (char &c : fen_rank) {
if (IS_DIGIT(c)) {
for (char i = 0; i < (c - '0'); i++) {
normalized += ' ';
}
} else {
normalized += c;
}
}
return (normalized);
}
char FENParser::NextToken(std::string fen, char loc) {
while (loc < fen.size() && IS_BLANK(fen[loc])) {
loc++;
}
return (loc);
}
char FENParser::NextRank(std::string fen, char loc) {
loc++;
while (loc < fen.size() && fen[loc] != '/' && fen[loc] != ' ') {
loc++;
}
return (loc);
}
std::string FENParser::Serialize(FEN fen) {
std::string s;
char skip = 0;
char rank = 0;
for (char &c : fen.board) {
rank++;
if (c == ' ') {
skip++;
} else {
if (skip > 0) {
s += std::to_string(skip);
skip = 0;
}
s += c;
}
if (rank == 8) {
if (skip != 0) {
s += std::to_string(skip);
skip = 0;
}
s += '/';
rank = 0;
}
}
// Remove last /
s = s.substr(0, s.size() - 1);
s += " ";
// Player
if (fen.player) {
s += "b ";
} else {
s += "w ";
}
// Castle
if (!(fen.white_castle_short || fen.white_castle_long ||
fen.black_castle_short || fen.black_castle_long)) {
s += "-";
} else {
if (fen.white_castle_short) {
s += "K";
}
if (fen.white_castle_long) {
s += "Q";
}
if (fen.black_castle_short) {
s += "k";
}
if (fen.black_castle_long) {
s += "q";
}
}
// Remaining
s += " " + fen.en_passant + " " + std::to_string(fen.halfmove) + " " +
std::to_string(fen.move);
return (s);
}
FEN FENParser::Parse(std::string fen) {
FEN parsed;
// Parse board
char loc = 0;
for (char rank = 0; rank < 8; rank++) {
char newloc = NextRank(fen, loc);
parsed.board += normalize_rank(fen.substr(loc, newloc - loc));
loc = newloc + 1;
}
// Parse player to move
loc = NextToken(fen, loc);
parsed.player = fen[loc] == 'b';
// Parse castling
loc = NextToken(fen, loc + 1);
char length = 0;
char cur_loc = loc;
while (!IS_BLANK(fen[cur_loc])) {
length++;
cur_loc++;
}
parsed.white_castle_short = false;
parsed.white_castle_long = false;
parsed.black_castle_short = false;
parsed.black_castle_long = false;
std::string castle = fen.substr(loc, length);
for (char i = 0; i < length; i++) {
switch (fen[loc + i]) {
case 'K':
parsed.white_castle_short = true;
break;
case 'Q':
parsed.white_castle_long = true;
break;
case 'k':
parsed.black_castle_short = true;
break;
case 'q':
parsed.black_castle_long = true;
break;
}
}
// Parse en passant
loc = NextToken(fen, loc + length);
if (fen[loc] != '-') {
parsed.en_passant = fen.substr(loc, 2);
loc++;
}
loc++;
// Parse half move counter
loc = NextToken(fen, loc);
std::string halfmove;
while (!IS_BLANK(fen[loc])) {
halfmove += fen[loc];
loc++;
}
parsed.halfmove = stoi(halfmove);
// Parse move counter
loc = NextToken(fen, loc);
std::string move;
while (loc < fen.size() && !IS_BLANK(fen[loc])) {
move += fen[loc];
loc++;
}
parsed.move = stoi(move);
return (parsed);
}
} // namespace chessarbiter

41
src/Fen.hpp Normal file
View file

@ -0,0 +1,41 @@
#include <iostream>
#include <sstream>
#include <string>
#define IS_DIGIT(c) \
(c == '0' || c == '1' || c == '2' || c == '3' || c == '4' || c == '5' || \
c == '6' || c == '7' || c == '8' || c == '9')
#define IS_BLANK(c) (c == ' ' || c == '\n' || c == '\t' || c == '\r')
namespace chessarbiter {
class FEN {
public:
std::string board;
bool player;
bool white_castle_short;
bool white_castle_long;
bool black_castle_short;
bool black_castle_long;
std::string en_passant;
short halfmove;
short move;
FEN()
: board(""), player(false), white_castle_short(true),
white_castle_long(true), black_castle_short(true),
black_castle_long(true), en_passant("-"), halfmove(0), move(1) {}
};
class FENParser {
private:
static std::string normalize_rank(std::string fen_rank);
static char NextToken(std::string fen, char loc);
static char NextRank(std::string fen, char loc);
public:
/// @brief Parse a FEN from a string
static FEN Parse(std::string);
/// @brief Generate a fen string from the FEN object
static std::string Serialize(FEN fen);
};
} // namespace chessarbiter

103
src/Piece.cpp Normal file
View file

@ -0,0 +1,103 @@
#include "Piece.hpp"
namespace chessarbiter {
Piece::Piece(char c, std::string coord)
: piece(c), isBlack(!isupper(c)), coord(coord) {}
std::vector<std::string> Piece::GetMoves() {
std::vector<std::string> moves;
char f = coord[0]; // File
char r = coord[1]; // Rank
if (piece == 'p' || piece == 'P') {
char side = 1;
if (piece == 'p') {
side = -1;
}
// First two steps
if ((r == '2' && piece == 'P') || (r == '7' && piece == 'p')) {
moves.push_back(std::string() + f + (char)(r + 2 * side));
}
if ((piece == 'P' && r < '8') || (piece == 'p' && r > '1')) {
moves.push_back(std::string() + f + (char)(r + 1 * side));
}
PIECE__ADD_MOVE(f - 1, r + 1 * side);
PIECE__ADD_MOVE(f + 1, r + 1 * side);
} else if (piece == 'k' || piece == 'K') {
PIECE__ADD_MOVE(f, r - 1);
PIECE__ADD_MOVE(f, r + 1);
PIECE__ADD_MOVE(f + 1, r);
PIECE__ADD_MOVE(f - 1, r);
PIECE__ADD_MOVE(f + 1, r + 1);
PIECE__ADD_MOVE(f - 1, r - 1);
PIECE__ADD_MOVE(f + 1, r - 1);
PIECE__ADD_MOVE(f - 1, r + 1);
} else if (piece == 'n' || piece == 'N') {
PIECE__ADD_MOVE(f + 1, r + 2);
PIECE__ADD_MOVE(f - 1, r + 2);
PIECE__ADD_MOVE(f + 1, r - 2);
PIECE__ADD_MOVE(f - 1, r - 2);
PIECE__ADD_MOVE(f + 2, r + 1);
PIECE__ADD_MOVE(f - 2, r + 1);
PIECE__ADD_MOVE(f + 2, r - 1);
PIECE__ADD_MOVE(f - 2, r - 1);
} else {
if (piece == 'b' || piece == 'B' || piece == 'Q' || piece == 'q') {
char rtmp = r;
char ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
ftmp++;
rtmp++;
PIECE__ADD_MOVE(ftmp, rtmp);
}
rtmp = r;
ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
ftmp--;
rtmp--;
PIECE__ADD_MOVE(ftmp, rtmp);
}
rtmp = r;
ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
ftmp--;
rtmp++;
PIECE__ADD_MOVE(ftmp, rtmp);
}
rtmp = r;
ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
ftmp++;
rtmp--;
PIECE__ADD_MOVE(ftmp, rtmp);
}
}
if (piece == 'r' || piece == 'R' || piece == 'Q' || piece == 'q') {
char rtmp = r;
char ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
rtmp++;
PIECE__ADD_MOVE(ftmp, rtmp);
}
rtmp = r;
ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
rtmp--;
PIECE__ADD_MOVE(ftmp, rtmp);
}
rtmp = r;
ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
ftmp++;
PIECE__ADD_MOVE(ftmp, rtmp);
}
rtmp = r;
ftmp = f;
while (PIECE__IS_VALID(ftmp, rtmp)) {
ftmp--;
PIECE__ADD_MOVE(ftmp, rtmp);
}
}
}
return (moves);
}
} // namespace chessarbiter

27
src/Piece.hpp Normal file
View file

@ -0,0 +1,27 @@
#include <string>
#include <vector>
#define PIECE__IS_VALID(f, r) ((f) >= 'a' && (f) <= 'h' && (r) >= '1' && (r) <= '8')
#define PIECE__ADD_MOVE(f, r) \
{ \
if (PIECE__IS_VALID(f, r)) { \
moves.push_back(std::string() + (char)((f)) + (char)((r))); \
} \
}
namespace chessarbiter {
/**
* Member are public for conveniance
*/
class Piece {
public:
bool isBlack;
std::string coord;
char piece;
Piece(char c, std::string coord);
/// @brief Get all possible moves according to the type of piece and its position
std::vector<std::string> GetMoves();
};
} // namespace chessarbiter