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BoardRepresentation.pas
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{
Copyright (c) 2007 - 2019, David Skorvaga
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
}
{ It contains position of pieces and check their valid setup }
unit BoardRepresentation;
interface
uses
ChessboardSquare;
procedure SetRandomGenerator;
procedure ResetRandomGame;
function GetUserKing: PSquare;
function GetComputerKing: PSquare;
function GetComputerRook: PSquare;
procedure SetComputerKing(const king: PSquare);
procedure SetComputerRook(const rook: PSquare);
function IsUserKingInCheck: boolean;
function IsUserKingInCheckMovingUK(const king: PSquare): boolean;
function IsUserKingInCheckMovingCK(const king: PSquare): boolean;
function IsUserKingInCheckMovingCR(const rook: PSquare): boolean;
function MayUserKingMove: boolean;
implementation
uses
Crt;
var
userKing: Square; { Position of user king }
computerKing: Square; { Position of computer king }
computerRook: Square; { Position of computer rook }
{ Initialize internal position of pieces }
procedure Initialize;
begin
SetSquare(@userKing, 0, 0);
SetSquare(@computerKing, 0, 0);
SetSquare(@computerRook, 0, 0);
end;
{ Set pseudo-randomizer to initial value }
procedure SetRandomGenerator;
begin
Randomize;
end;
{ Create random position on chessboard }
procedure GenerateRandomPosition(position: PSquare);
begin
SetSquare(position, Succ(random(CHESSBOARD_DIMENSION)),
Succ(random(CHESSBOARD_DIMENSION)));
end;
{ Generate random positions of pieces (not deterministic, but simple) }
procedure ResetRandomGame;
begin
GenerateRandomPosition(@computerKing);
{ TODO: Vygenerovat bezpecnou startovni pozici, a deterministicky }
repeat
GenerateRandomPosition(@computerRook);
until not ArePositionsEqual(@computerRook, @computerKing);
repeat
GenerateRandomPosition(@userKing);
until (not ArePositionsEqual(@userKing, @computerKing))
and (not ArePositionsEqual(@userKing, @computerRook))
and (not ArePositionsNextToOther(@userKing, @computerKing))
and (not ArePositionsNextToOther(@userKing, @computerRook))
and (not IsUserKingInCheck) and MayUserKingMove;
end;
{ Get reference to current user king position }
function GetUserKing: PSquare;
begin
GetUserKing := @userKing;
end;
{ Get reference to current computer king position }
function GetComputerKing: PSquare;
begin
GetComputerKing := @computerKing;
end;
{ Get reference to current computer rook position }
function GetComputerRook: PSquare;
begin
GetComputerRook := @computerRook;
end;
{ Set new current position of computer king }
procedure SetComputerKing(const king: PSquare);
begin
assert(IsValidSquare(king));
computerKing := king^;
end;
{ Set new current position of computer rook }
procedure SetComputerRook(const rook: PSquare);
begin
assert(IsValidSquare(rook));
computerRook := rook^;
end;
{ Check whether user king is in check by computer rook (private function) }
function IsUserKingInCheckPrivate(const pUserKing, pComputerKing,
pComputerRook: PSquare): boolean;
begin
IsUserKingInCheckPrivate := (HasSameRowOrColumn(pUserKing,
pComputerRook) and (not IsSquareBetween(pUserKing,
pComputerRook, pComputerKing)))
end;
{ Check whether user king is in check by computer rook }
function IsUserKingInCheck: boolean;
begin
IsUserKingInCheck := IsUserKingInCheckPrivate(@userKing,
@computerKing, @computerRook);
end;
{ Check whether user king is in check by computer rook after its move }
function IsUserKingInCheckMovingUK(const king: PSquare): boolean;
begin
IsUserKingInCheckMovingUK := IsUserKingInCheckPrivate(king,
@computerKing, @computerRook);
end;
{ Check whether user king is in check after computer king move }
function IsUserKingInCheckMovingCK(const king: PSquare): boolean;
begin
IsUserKingInCheckMovingCK := IsUserKingInCheckPrivate(@userKing,
king, @computerRook);
end;
{ Check whether user king is in check after computer rook move }
function IsUserKingInCheckMovingCR(const rook: PSquare): boolean;
begin
IsUserKingInCheckMovingCR := IsUserKingInCheckPrivate(@userKing,
@computerKing, rook);
end;
{ Detect whether moving of user king does not cause check }
function MayUserKingMove: boolean;
var
position: Square;
i, j: integer;
begin
MayUserKingMove := false;
for i := -1 to 1 do
begin
for j := -1 to 1 do
begin
if (i = 0) and (j = 0) then
begin
continue;
end;
position.x := userKing.x + i;
position.y := userKing.y + j;
if not IsValidSquare(@position) then
begin
continue;
end;
if ArePositionsNextToOther(@computerKing,
@position) then
begin
continue;
end;
if not IsUserKingInCheckMovingUK(@position) then
begin
MayUserKingMove := true;
break;
end;
end;
end;
end;
begin
Initialize;
end.
end.