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chess_1player.java
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/* autogenerated by Processing revision 1289 on 2022-12-31 */
import processing.core.*;
import processing.data.*;
import processing.event.*;
import processing.opengl.*;
import java.util.HashMap;
import java.util.ArrayList;
import java.io.File;
import java.io.BufferedReader;
import java.io.PrintWriter;
import java.io.InputStream;
import java.io.OutputStream;
import java.io.IOException;
public class chess_1player extends PApplet {
/*
CHESS by HAZZZA https://openprocessing.org/user/224122
Thanks to:
Sebastian Lague - for his amazing chess video https://www.youtube.com/watch?v=U4ogK0MIzqk
Rohan Mitra - his chess game was the inspiration for this project https://openprocessing.org/sketch/309165
NOW WITH A SELECTION OF AI PLAYERS TO PLAY AGAINST
- all of them are bad
*/
//define a bitboard
int[][] board;
int[] lightSquareColour = {237, 174, 107};
int[] darkSquareColour = {122, 73, 21};
int[] lastMoveColour1 = {50, 255, 50, 40};
int[] lastMoveColour2 = {50, 255, 50, 60};
int[] selectedSquareColour = {0, 150, 255, 50};
int[] possibleMovesColour = {255, 0, 0, 60};
int squareSize = 100;
// last 3 bits indicate type
final int None = 0;
final int Pawn = 1;
final int Knight = 2;
final int Bishop = 3;
final int Rook = 4;
final int Queen = 5;
final int King = 6;
// first 2 bits indicate colour
final int White = 8;
final int Black = 16;
int turn = White;
PImage WPawn;
PImage WKnight;
PImage WBishop;
PImage WRook;
PImage WQueen;
PImage WKing;
PImage BPawn;
PImage BKnight;
PImage BBishop;
PImage BRook;
PImage BQueen;
PImage BKing;
// square that a player clicked on
coordinate selectedSquare = null;
//for castling
boolean WKingMoved = false;
boolean BKingMoved = false;
boolean WQRookMoved = false;//white queenside rook
boolean WKRookMoved = false;//white kingside rook
boolean BQRookMoved = false;//black queenside rook
boolean BKRookMoved = false;//black kingside rook
//previous move made(for en passant)
coordinate pMove1 = null;
coordinate pMove2 = null;
boolean promotion = false;
coordinate promotionPosition = null;
int movesMade = 0;
boolean menu = true;
int whitePlayerMenuIndex = 0;
int blackPlayerMenuIndex = 1;
String[] playerOptions = {"Player", "Easy AI", "Minimax 4 ply (AI)\nEasy", "Minimax 5 ply (AI)\nStill Easy", "2 ply (AI)\nBad", "3 ply (AI)\nQuite bad", "Random Move", "Materialistic (AI)\nBad", "Swarm (AI)\nBad", "Minimise opponent moves (AI)"};
int playerOptionsLength = 10;
IntList piecesTaken = new IntList();
String[] files = {"a", "b", "c", "d", "e", "f", "g", "h", };
String[] ranks = {"8", "7", "6", "5", "4", "3", "2", "1", };
String[] pieceAlgebra = {"N", "B", "R", "Q", "K"};
String gameString = "";
public void setup() {
//load piece images
WPawn = loadImage("images/PawnW.png");
WKnight = loadImage("images/KnightW.png");
WBishop = loadImage("images/BishopW.png");
WRook = loadImage("images/RookW.png");
WQueen = loadImage("images/QueenW.png");
WKing = loadImage("images/KingW.png");
BPawn = loadImage("images/PawnB.png");
BKnight = loadImage("images/KnightB.png");
BBishop = loadImage("images/BishopB.png");
BRook = loadImage("images/RookB.png");
BQueen = loadImage("images/QueenB.png");
BKing = loadImage("images/KingB.png");
WPawn.resize(squareSize, squareSize);
WKnight.resize(squareSize, squareSize);
WBishop.resize(squareSize, squareSize);
WRook.resize(squareSize, squareSize);
WQueen.resize(squareSize, squareSize);
WKing.resize(squareSize, squareSize);
BPawn.resize(squareSize, squareSize);
BKnight.resize(squareSize, squareSize);
BBishop.resize(squareSize, squareSize);
BRook.resize(squareSize, squareSize);
BQueen.resize(squareSize, squareSize);
BKing.resize(squareSize, squareSize);
/* size commented out by preprocessor */;
board = new int[8][8];
setupBoard();
displayBoard();
displayMenu();
}
public void changeTurn() {
turn = turn == White ? Black : White; //alternate
}
public void draw() {
if (!menu) {
if (checkForGameOver(board, turn) == "") {
if (turn == White && !promotion && frameCount % 2 == 0) {
switch(whitePlayerMenuIndex) {
case 1:
strategyMove(White);
displayBoard();
break;
case 2:
negamaxPlayer(White, 4);
displayBoard();
break;
case 3:
negamaxPlayer(White, 5);
displayBoard();
break;
case 4:
minimax2Move(White, 2);
displayBoard();
break;
case 5:
minimax2Move(White, 3);
displayBoard();
break;
case 6:
randomMove(White);
displayBoard();
break;
case 7:
materialMove(White);
displayBoard();
break;
case 8:
swarmMove(White);
displayBoard();
break;
case 9:
restrictOpponent(White);
displayBoard();
break;
}
}
if (turn == Black && !promotion && frameCount % 2 != 0) {
switch(blackPlayerMenuIndex) {
case 1:
strategyMove(Black);
displayBoard();
break;
case 2:
negamaxPlayer(Black, 4);
displayBoard();
break;
case 3:
negamaxPlayer(Black, 5);
displayBoard();
break;
case 4:
minimax2Move(Black, 2);
displayBoard();
break;
case 5:
minimax2Move(Black, 3);
displayBoard();
break;
case 6:
randomMove(Black);
displayBoard();
break;
case 7:
materialMove(Black);
displayBoard();
break;
case 8:
swarmMove(Black);
displayBoard();
break;
case 9:
restrictOpponent(Black);
displayBoard();
break;
}
}
}
}
}
public void mousePressed() {
if (menu) {
if (dist(mouseX, mouseY, 225, 325) < 25) {
whitePlayerMenuIndex -= 1;
if (whitePlayerMenuIndex < 0) {
whitePlayerMenuIndex = playerOptionsLength - 1;
}
} else if (dist(mouseX, mouseY, 475, 325) < 25) {
whitePlayerMenuIndex += 1;
if (whitePlayerMenuIndex >= playerOptionsLength) {
whitePlayerMenuIndex = 0;
}
} else if (dist(mouseX, mouseY, 525, 325) < 25) {
blackPlayerMenuIndex -= 1;
if (blackPlayerMenuIndex < 0) {
blackPlayerMenuIndex = playerOptionsLength - 1;
}
} else if (dist(mouseX, mouseY, 775, 325) < 25) {
blackPlayerMenuIndex += 1;
if (blackPlayerMenuIndex >= playerOptionsLength) {
blackPlayerMenuIndex = 0;
}
} else if (dist(mouseX, mouseY, 500, 475) < 75) {
setupBoard();
menu = false;
} else if (dist(mouseX, mouseY, 650, 475) < 50) {
menu = false;
}
displayBoard();
displayMenu();
} else {
if (promotion) {
changeTurn();
int choice = floor(mouseX / (width / 4));
if (choice == 0) {
board[promotionPosition.i][promotionPosition.j] = turn | Queen;
gameString += "Q";
}
if (choice == 1) {
board[promotionPosition.i][promotionPosition.j] = turn | Rook;
gameString += "R";
}
if (choice == 2) {
board[promotionPosition.i][promotionPosition.j] = turn | Bishop;
gameString += "B";
}
if (choice == 3) {
board[promotionPosition.i][promotionPosition.j] = turn | Knight;
gameString += "N";
}
changeTurn();
promotion = false;
} else {
coordinate klc = locateKing(board, White);
if (selectedSquare == null) {
if (mouseX > 0 && mouseX < 800 && mouseY > 0 && mouseY < 800) {
selectedSquare = new coordinate(floor(mouseX / squareSize), floor(mouseY / squareSize));
displayBoard();
}
} else {
ArrayList<move> moves = movesFromSquare(board, selectedSquare, turn);
for (move m : moves) {
if (floor(mouseX / squareSize) == m.i2 && floor(mouseY / squareSize) == m.j2) {
//make the move
int[][] temp = makeUpdatingMove(board, m.i1, m.j1, m.i2, m.j2);
board = temp;
selectedSquare = null;
changeTurn();
displayBoard();
break;
}
}
selectedSquare = null;
}
}
if (checkForGameOver(board, turn) != "" && dist(mouseX, mouseY, 900, height/2 + 100) < 100) {
setupBoard();
}
displayBoard();
}
if (dist(mouseX, mouseY, 900, 300) < 50) {
menu = true;
displayBoard();
displayMenu();
}
if (!menu)displayBoard();
}
public void displayMenu() {
push();
fill(100);
stroke(10);
strokeWeight(5);
rectMode(CENTER);
rect(width/2, height/2, 600, 400);
fill(255);
stroke(0);
strokeWeight(2);
textSize(32);
textAlign(CENTER, CENTER);
text("White", 350, 250);
text("Black", 650, 250);
fill(0);
stroke(0);
rect(350, 325, 200, 50);
rect(650, 325, 200, 50);
fill(50, 100);
noStroke();
circle(225, 325, 50);
circle(475, 325, 50);
circle(525, 325, 50);
circle(775, 325, 50);
circle(500, 475, 150);
circle(650, 475, 100);
fill(255);
stroke(255);
text(playerOptions[whitePlayerMenuIndex], 350, 325);
text(playerOptions[blackPlayerMenuIndex], 650, 325);
text("<", 225, 325);
text(">", 475, 325);
text("<", 525, 325);
text(">", 775, 325);
text("New Game", 500, 475);
text("Exit", 650, 475);
pop();
}
public int numberOfPieces(int[][] b) {
int count = 0;
for (int j = 0; j < 8; j++) {
for (int i = 0; i < 8; i++) {
if (b[i][j] != None) {
count++;
}
}
}
return count;
}
public int numberOfPiecesColour(int[][] b, int c) {
int count = 0;
for (int j = 0; j < 8; j++) {
for (int i = 0; i < 8; i++) {
if (b[i][j] != None) {
if ((b[i][j] >> 3) * 8 == c) count++;
}
}
}
return count;
}
public String checkForGameOver(int[][] b, int t) {
HashMap<coordinate, coordinate> moves = generateLegalMoves(b, t);
if (moves.size() == 0) {
if (isCheck(b, t)) {
return "CHECKMATE";
} else {
return "STALEMATE";
}
}
if (numberOfPieces(b) == 2) {
return "STALEMATE";
}
return "";
}
public int[][] makeUpdatingMove(int[][] b, int i1, int j1, int i2, int j2) {
movesMade++;
gameString += " ";
boolean capture = false;
int castle = 0;
//kingside = 1, queenside = 2
if (b[i2][j2] != None) {
piecesTaken.append(b[i2][j2]);
capture = true;
}
int[][] temp = makeMove(b, i1, j1, i2, j2);
if (selectedPiece(selectedSquare) == (White | King)) {
WKingMoved = true;
if (i1 == 4 && i2 == 6) {
castle = 1;
}
if (i1 == 4 && i2 == 2) {
castle = 2;
}
}
if (selectedPiece(selectedSquare) == (Black | King)) {
BKingMoved = true;
if (i1 == 4 && i2 == 6) {
castle = 1;
}
if (i1 == 4 && i2 == 2) {
castle = 2;
}
}
if (selectedPiece(selectedSquare) == (White | Rook) && i1 == 0) {
WQRookMoved = true;
}
if (selectedPiece(selectedSquare) == (White | Rook) && i1 == 7) {
WKRookMoved = true;
}
if (selectedPiece(selectedSquare) == (Black | Rook) && i1 == 0) {
BQRookMoved = true;
}
if (selectedPiece(selectedSquare) == (Black | Rook) && i1 == 7) {
BKRookMoved = true;
}
if (i2 == 0 && j2 == 0) {
BQRookMoved = true;
}
if (i2 == 7 && j2 == 0) {
BKRookMoved = true;
}
if (i2 == 0 && j2 == 7) {
WQRookMoved = true;
}
if (i2 == 7 && j2 == 7) {
WKRookMoved = true;
}
pMove1 = new coordinate(i1, j1);
pMove2 = new coordinate(i2, j2);
if (j2 == (turn == White ? 0 : 7) && (selectedPiece(selectedSquare) == (White | Pawn) || selectedPiece(selectedSquare) == (Black | Pawn))) { //promotion
promotion = true;
promotionPosition = new coordinate(i2, j2);
}
if (movesMade % 2 != 0) {
gameString += str((movesMade + 1) / 2) + ". ";
}
if (castle == 0) {
if (b[i1][j1] % 8 >= 2) {
gameString += pieceAlgebra[(b[i1][j1] % 8) - 2];
if (b[i1][j1] != King) {
if (pieceInSameFile(b[i1][j1], i1, b, i2, j2)) {
gameString += ranks[j1];
} else {
gameString += files[i1];
}
}
}
if (capture && b[i1][j1] % 8 != Pawn) {
gameString += "x";
} else if (capture) {
gameString += files[i1];
gameString += "x";
}
gameString += files[i2];
gameString += ranks[j2];
if (b[i1][j1] % 8 == Pawn && (j2 == 0 || j2 == 7)) {
gameString += "=";
}
} else if (castle == 1) {
gameString += "O-O";
} else if (castle == 2) {
gameString += "O-O-O";
}
if (checkForGameOver(temp, White) == "CHECKMATE" ||checkForGameOver(temp, Black) == "CHECKMATE") {
gameString += "#";
if (turn == White) {
gameString += " 1-0";
} else {
gameString += " 0-1";
}
} else if (isCheck(temp, White) || isCheck(temp, Black)) {
gameString += "+";
}
if (checkForGameOver(temp, White) == "STALEMATE" ||checkForGameOver(temp, Black) == "STALEMATE") {
gameString += " 1/2-1/2";
}
print("\nPGN: " + gameString);
int startTime = millis();
//print("\nNegamax evaluation: " + negamax(board, 4, Integer.MIN_VALUE, Integer.MAX_VALUE, turn, 4));
//print("\nTime taken: " + str(millis() - startTime) + "ms");
return temp;
}
public boolean pieceInSameRank(int type, int rank, int[][] boardState, int i2, int j2) {
int piecesOfType = 0;
for (int file = 0; file < 8; file++) {
if (boardState[file][rank] == type) {
ArrayList<move> movesFromPiece = movesFromSquare(boardState, new coordinate(file, rank), turn);
for (move m : movesFromPiece) {
if (m.i2 == i2 && m.j2 == j2) {
piecesOfType ++;
}
}
}
}
return piecesOfType >= 2;
}
public boolean pieceInSameFile(int type, int file, int[][] boardState, int i2, int j2) {
int piecesOfType = 0;
for (int rank = 0; rank < 8; rank++) {
if (boardState[file][rank] == type) {
ArrayList<move> movesFromPiece = movesFromSquare(boardState, new coordinate(file, rank), turn);
for (move m : movesFromPiece) {
if (m.i2 == i2 && m.j2 == j2) {
piecesOfType ++;
}
}
}
}
return piecesOfType >= 2;
}
public coordinate locateKing(int[][] boardState, int kingColour) {
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
if (boardState[i][j] == (kingColour | King)) {
return new coordinate(i, j);
}
}
}
return new coordinate(11111, 11111);
}
public boolean isCheck(int[][] boardState, int kingColour) {
HashMap<coordinate, coordinate> pseudoLegal = generatePseudoLegalMoves(boardState, otherColour(kingColour));
coordinate kingLocation = locateKing(boardState, kingColour);
for (coordinate c : pseudoLegal.values()) {
if (c.i == kingLocation.i && c.j == kingLocation.j
) {
//the king is being targeted by an enemy piece
return true;
}
}
return false;
}
public HashMap<coordinate, coordinate> generateLegalMoves(int[][] boardState, int colour) {
HashMap<coordinate, coordinate> pseudoLegal = generatePseudoLegalMoves(boardState, colour);
HashMap<coordinate, coordinate> legalMoves = new HashMap<coordinate, coordinate>();
for (coordinate c1 : pseudoLegal.keySet()) {
//generate all pseudo legal moves but discard ones where i move into check
coordinate c2 = pseudoLegal.get(c1);
int[][] nb = makeMove(boardState, c1.i, c1.j, c2.i, c2.j);
if (boardState[c1.i][c1.j] == (White | King) || boardState[c1.i][c1.j] == (Black | King) && !isCheck(boardState, colour)) {
if (abs(c1.i - c2.i) == 2) {//castling
if (!isCheck(makeMove(boardState, c1.i, c1.j, (c1.i + c1.j) / 2, c2.j), (boardState[c1.i][c1.j] >> 3) * 8) && !isCheck(boardState, (boardState[c1.i][c1.j] >> 3) * 8)) {
legalMoves.put(new coordinate(c1.i, c1.j), new coordinate(c2.i, c2.j));
}
} else if (!isCheck(nb, colour)) {
legalMoves.put(new coordinate(c1.i, c1.j), new coordinate(c2.i, c2.j));
}
} else if (!isCheck(nb, colour)) {
legalMoves.put(new coordinate(c1.i, c1.j), new coordinate(c2.i, c2.j));
}
}
return legalMoves;
}
public int otherColour(int c) {
return(c==White ? Black : White);
}
//-------source-------destination
public HashMap<coordinate, coordinate> generatePseudoLegalMoves(int[][] boardState, int colour) {
HashMap<coordinate, coordinate> moves = new HashMap<coordinate, coordinate>();
for (var j = 0; j < 8; j++) {
for (var i = 0; i < 8; i++) {
int pieceAt = boardState[i][j];
if (pieceAt != None) {
//if there is a piece there find its colour
int pieceColour = (pieceAt >> 3) << 3; //shift 3 bits to get 1st 2 bits indicating colour
int pieceType = pieceAt - pieceColour;
if (pieceColour == colour) {
if (pieceType == Pawn) {
int direction = pieceColour == White ? -1 : 1;
if (j != (pieceColour == White ? 0 : 7)) { //not on the back rank
if (boardState[i][j + direction] == None) { //empty square in front
//push pawn
moves.put(new coordinate(i, j), new coordinate(i, j + direction));
if (j != (pieceColour == White ? 1 : 6)) {//advance 2 ssquare
if (boardState[i][j + direction * 2] == None && j == (pieceColour == White ? 6 : 1)) {
moves.put(new coordinate(i, j), new coordinate(i, j + direction * 2));
}
}
}
if (i != 7) {
if (enemyPiece(boardState, i + 1, j + direction, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(i + 1, j + direction));
}
if (boardState[i+1][j] == (otherColour(pieceColour) | Pawn)) {//opposite coloured pawn
if (pMove1 != null) {
if (abs(pMove1.j - pMove2.j) == 2 && pMove2.j == (pieceColour == White ? 3 : 4)) {
//en passant
moves.put(new coordinate(i, j), new coordinate(i + 1, j + direction));
}
}
}
}
if (i != 0) {
if (enemyPiece(boardState, i - 1, j + direction, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(i - 1, j + direction));
}
if (boardState[i-1][j] == (otherColour(pieceColour) | Pawn)) {//opposite coloured pawn
if (pMove1 != null) {
if (abs(pMove1.j - pMove2.j) == 2 && pMove2.j == (pieceColour == White ? 3 : 4)) {
//en passant
moves.put(new coordinate(i, j), new coordinate(i - 1, j + direction));
}
}
}
}
}
}
if (pieceType == Rook || pieceType == Queen) { //orthogon al
int iDirection = 0;
int jDirection = 1;
//DOWN
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
//UP
iDirection = 0;
jDirection = -1;
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
//RIGHT
iDirection = 1;
jDirection = 0;
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
//LEFT
iDirection = -1;
jDirection = 0;
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
}
if (pieceType == Bishop || pieceType == Queen) { //diagonal
int iDirection = 1;
int jDirection = 1;
//right down
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
//RIGHTY UP
iDirection = 1;
jDirection = -1;
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
//lEFT UP
iDirection = -1;
jDirection = -1;
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (emptySquare(boardState, ni, nj)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
//LEFT DOWN
iDirection = -1;
jDirection = 1;
for (int r = 1; r < 8; r++) {
int ni = i + (r * iDirection);
int nj = j + (r * jDirection);
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
break;
}
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
break;
}
if (boardState[ni][nj] != None && !enemyPiece(boardState, ni, nj, pieceColour)) {
//it's not empty and it's not an enemy therefore it has to be one of my own pieces
break;
}
}
}
if (pieceType == King) {
int iDirection = 1;
int jDirection = 1;
//right down
int ni = i + iDirection;
int nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
iDirection = 0;
jDirection = 1;
//down
ni = i + iDirection;
nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
//left down
iDirection = -1;
jDirection = 1;
ni = i + iDirection;
nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
//left
iDirection = -1;
jDirection = 0;
ni = i + iDirection;
nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
//left up
iDirection = -1;
jDirection = -1;
ni = i + iDirection;
nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
//up
iDirection = 0;
jDirection = -1;
ni = i + iDirection;
nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
//right up
iDirection = 1;
jDirection = -1;
ni = i + iDirection;
nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
//right
iDirection = 1;
jDirection = 0;
ni = i + iDirection;
nj = j + jDirection;
if (ni < 0 || ni > 7 || nj < 0 || nj > 7) {
} else {
if (boardState[ni][nj] == None) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
if (enemyPiece(boardState, ni, nj, pieceColour)) {
moves.put(new coordinate(i, j), new coordinate(ni, nj));
}
}
//CASTLING
if (pieceColour == White) {
//kingside
if (boardState[5][7] == None && boardState[6][7] == None) {
if (!WKingMoved && !WKRookMoved) {
moves.put(new coordinate(4, 7), new coordinate(6, 7));
}
}
//queenside
if (boardState[3][7] == None && boardState[2][7] == None && boardState[1][7] == None) {
if (!WKingMoved && !WQRookMoved) {
moves.put(new coordinate(4, 7), new coordinate(2, 7));
}
}
} else {
//kingside
if (boardState[5][0] == None && boardState[6][0] == None) {
if (!BKingMoved && !BKRookMoved) {
moves.put(new coordinate(4, 0), new coordinate(6, 0));
}