OOP_Groupe1A2_Project/OOP_1A2_Project/src/backend/Move.java

485 lines
19 KiB
Java

package backend;
import java.util.ArrayList;
import java.util.List;
public class Move {
private int fromX;
private int fromY;
private int toX;
private int toY;
private Piece movingPiece;
private Piece capturedPiece;
private Board board;
// Castling-related fields
private CastlingHandler castlingHandler;
private CastlingHandler.CastlingMove castlingMove;
private boolean isCastling;
// En passant-related fields
private Enpassant enpassantHandler;
private boolean isEnPassant;
public Move(int fromX, int fromY, int toX, int toY, Board board) {
this.fromX = fromX;
this.fromY = fromY;
this.toX = toX;
this.toY = toY;
this.board = board;
this.movingPiece = board.getPieceAt(fromX, fromY);
this.capturedPiece = board.getPieceAt(toX, toY);
// Initialize castling handler and check if this is a castling move
this.castlingHandler = new CastlingHandler(board);
this.castlingMove = castlingHandler.getCastlingMove(fromX, fromY, toX, toY);
this.isCastling = (castlingMove != null);
// Initialize en passant handler and check if this is an en passant move
this.enpassantHandler = new Enpassant(board);
this.isEnPassant = enpassantHandler.isEnPassantValid(fromX, fromY, toX, toY);
}
public boolean isValid() {
// Check if the moving piece exists
if (movingPiece == null) {
return false;
}
// Handle castling validation
if (isCastling) {
return castlingHandler.isCastlingValid(castlingMove);
}
// Handle en passant validation
if (isEnPassant) {
return enpassantHandler.isEnPassantValid(fromX, fromY, toX, toY);
}
// Check if the move is in the list of valid moves for this piece
List<Position> validMoves = getValidDestinations(movingPiece, board);
return containsPosition(validMoves, new Position(toX, toY));
}
public void execute() {
if (isCastling) {
// Execute castling move
castlingHandler.executeCastling(castlingMove);
} else if (isEnPassant) {
// Execute en passant capture
enpassantHandler.executeEnPassant(fromX, fromY, toX, toY);
} else {
// Remove any piece at the destination (normal capture)
if (capturedPiece != null) {
board.removePiece(toX, toY);
}
// Move the piece (remove from original position, add to new position)
board.removePiece(fromX, fromY);
board.setPiece(movingPiece.isWhite(), movingPiece.getType(), toX, toY);
}
// Handle en passant state updates for pawn moves
if (movingPiece.getType() == PieceType.Pawn && !isEnPassant) {
board.handlePawnDoubleMove(fromX, fromY, toX, toY);
} else {
// Clear en passant for non-pawn moves
board.clearEnPassant();
}
// Advance turn
board.advanceTurn();
}
public boolean putsOwnKingInCheck() {
// Create a temporary board to simulate the move
Board tempBoard = new Board(board);
// Find the piece in the temp board
Piece tempPiece = tempBoard.getPieceAt(fromX, fromY);
if (tempPiece == null) return true; // Safety check
if (isCastling) {
// For castling, we need to check the castling move specifically
CastlingHandler tempHandler = new CastlingHandler(tempBoard);
CastlingHandler.CastlingMove tempCastling = tempHandler.getCastlingMove(fromX, fromY, toX, toY);
if (tempCastling != null) {
tempHandler.executeCastling(tempCastling);
}
} else if (isEnPassant) {
// For en passant, execute the en passant capture
Enpassant tempEnpassant = new Enpassant(tempBoard);
tempEnpassant.executeEnPassant(fromX, fromY, toX, toY);
} else {
// Remove any piece at destination (normal capture)
tempBoard.removePiece(toX, toY);
// Move the piece
tempBoard.removePiece(fromX, fromY);
tempBoard.setPiece(tempPiece.isWhite(), tempPiece.getType(), toX, toY);
}
// Check if king is in check after move
CastlingHandler tempHandler = new CastlingHandler(tempBoard);
return tempHandler.isKingInCheck(tempPiece.isWhite());
}
public boolean putsOpponentInCheck() {
// Create a temporary board to simulate the move
Board tempBoard = new Board(board);
// Find the piece in the temp board
Piece tempPiece = tempBoard.getPieceAt(fromX, fromY);
if (tempPiece == null) return false; // Safety check
if (isCastling) {
// For castling, execute the castling move
CastlingHandler tempHandler = new CastlingHandler(tempBoard);
CastlingHandler.CastlingMove tempCastling = tempHandler.getCastlingMove(fromX, fromY, toX, toY);
if (tempCastling != null) {
tempHandler.executeCastling(tempCastling);
}
} else if (isEnPassant) {
// For en passant, execute the en passant capture
Enpassant tempEnpassant = new Enpassant(tempBoard);
tempEnpassant.executeEnPassant(fromX, fromY, toX, toY);
} else {
// Remove any piece at destination (normal capture)
tempBoard.removePiece(toX, toY);
// Move the piece
tempBoard.removePiece(fromX, fromY);
tempBoard.setPiece(tempPiece.isWhite(), tempPiece.getType(), toX, toY);
}
// Check if opponent's king is in check after move
CastlingHandler tempHandler = new CastlingHandler(tempBoard);
return tempHandler.isKingInCheck(!tempPiece.isWhite());
}
public boolean putsOpponentInCheckmate() {
// First, check if the move puts the opponent in check
if (!putsOpponentInCheck()) {
return false;
}
// Create a temporary board to simulate the move
Board tempBoard = new Board(board);
// Find the piece in the temp board
Piece tempPiece = tempBoard.getPieceAt(fromX, fromY);
if (tempPiece == null) return false; // Safety check
if (isCastling) {
// For castling, execute the castling move
CastlingHandler tempHandler = new CastlingHandler(tempBoard);
CastlingHandler.CastlingMove tempCastling = tempHandler.getCastlingMove(fromX, fromY, toX, toY);
if (tempCastling != null) {
tempHandler.executeCastling(tempCastling);
}
} else if (isEnPassant) {
// For en passant, execute the en passant capture
Enpassant tempEnpassant = new Enpassant(tempBoard);
tempEnpassant.executeEnPassant(fromX, fromY, toX, toY);
} else {
// Remove any piece at destination (normal capture)
tempBoard.removePiece(toX, toY);
// Move the piece
tempBoard.removePiece(fromX, fromY);
tempBoard.setPiece(tempPiece.isWhite(), tempPiece.getType(), toX, toY);
}
boolean opponentColor = !tempPiece.isWhite();
// Try all possible moves for all opponent pieces
for (Piece p : tempBoard.getPieces()) {
if (p.isWhite() != opponentColor) continue; // Skip pieces of the wrong color
List<Position> possibleMoves = getValidDestinations(p, tempBoard);
for (Position pos : possibleMoves) {
// Create a temporary move
Move testMove = new Move(p.getX(), p.getY(), pos.x, pos.y, tempBoard);
// Check if this move would get the opponent out of check
if (!testMove.putsOwnKingInCheck()) {
return false; // Opponent has at least one valid move
}
}
}
// If we get here, opponent has no valid moves
return true;
}
public List<Position> getValidDestinations(Piece piece, Board board) {
List<Position> moves = new ArrayList<>();
switch (piece.getType()) {
case Pawn:
addPawnMoves(moves, piece, board);
break;
case Rook:
addRookMoves(moves, piece, board);
break;
case Knight:
addKnightMoves(moves, piece, board);
break;
case Bishop:
addBishopMoves(moves, piece, board);
break;
case Queen:
addRookMoves(moves, piece, board);
addBishopMoves(moves, piece, board);
break;
case King:
addKingMoves(moves, piece, board);
break;
}
return moves;
}
public List<Position> getValidMoves(Piece piece, Board board) {
// Get all possible moves without considering check
List<Position> candidateMoves = getValidDestinations(piece, board);
// Filter out moves that would leave king in check
List<Position> legalMoves = new ArrayList<>();
for (Position pos : candidateMoves) {
Move move = new Move(piece.getX(), piece.getY(), pos.x, pos.y, board);
if (!move.putsOwnKingInCheck()) {
legalMoves.add(pos);
}
}
return legalMoves;
}
public boolean isKingInCheck(Board board, boolean isWhiteKing) {
CastlingHandler handler = new CastlingHandler(board);
return handler.isKingInCheck(isWhiteKing);
}
private void addPawnMoves(List<Position> validMoves, Piece piece, Board board) {
int x = piece.getX();
int y = piece.getY();
boolean isWhite = piece.isWhite();
int direction = isWhite ? -1 : 1; // White pawns move up (decreasing y), black pawns move down (increasing y)
// Forward movement
int newY = y + direction;
if (newY >= 0 && newY < board.getHeight()) {
// Single square forward
if (board.getPieceAt(x, newY) == null) {
validMoves.add(new Position(x, newY));
// Initial double move
int startRow = isWhite ? 6 : 1;
if (y == startRow) {
int doubleY = newY + direction;
if (doubleY >= 0 && doubleY < board.getHeight() && board.getPieceAt(x, doubleY) == null) {
validMoves.add(new Position(x, doubleY));
}
}
}
// Diagonal captures (regular captures)
for (int dx = -1; dx <= 1; dx += 2) {
int newX = x + dx;
if (newX >= 0 && newX < board.getWidth()) {
Piece targetPiece = board.getPieceAt(newX, newY);
if (targetPiece != null && targetPiece.isWhite() != isWhite) {
validMoves.add(new Position(newX, newY));
}
}
}
}
// En passant captures
// Check if there's an opponent pawn adjacent to this pawn that can be captured via en passant
for (int dx = -1; dx <= 1; dx += 2) { // Check left and right
int adjacentX = x + dx;
if (adjacentX >= 0 && adjacentX < board.getWidth()) {
// Check if there's an opponent pawn at the same rank
Piece adjacentPiece = board.getPieceAt(adjacentX, y);
if (adjacentPiece != null &&
adjacentPiece.getType() == PieceType.Pawn &&
adjacentPiece.isWhite() != isWhite) {
// Check if this pawn can be captured via en passant
if (board.canCaptureEnPassant(adjacentX, y)) {
// The capture square is diagonally forward from the capturing pawn
int captureY = y + direction;
if (captureY >= 0 && captureY < board.getHeight()) {
validMoves.add(new Position(adjacentX, captureY));
}
}
}
}
}
}
private void addRookMoves(List<Position> validMoves, Piece piece, Board board) {
int x = piece.getX();
int y = piece.getY();
boolean isWhite = piece.isWhite();
// Directions: horizontal and vertical
int[][] directions = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}};
for (int[] dir : directions) {
int dx = dir[0];
int dy = dir[1];
int newX = x + dx;
int newY = y + dy;
boolean continueInDirection = true;
while (newX >= 0 && newX < board.getWidth() && newY >= 0 && newY < board.getHeight() && continueInDirection) {
Piece targetPiece = board.getPieceAt(newX, newY);
if (targetPiece == null) {
// Empty square
validMoves.add(new Position(newX, newY));
} else {
// Occupied square
if (targetPiece.isWhite() != isWhite) {
// Capture opponent's piece
validMoves.add(new Position(newX, newY));
}
continueInDirection = false; // Cannot move beyond a piece
}
if (continueInDirection) {
newX += dx;
newY += dy;
}
}
}
}
private void addKnightMoves(List<Position> validMoves, Piece piece, Board board) {
int x = piece.getX();
int y = piece.getY();
boolean isWhite = piece.isWhite();
// All possible knight moves: L-shapes
int[][] knightMoves = {
{-2, -1}, {-2, 1}, {-1, -2}, {-1, 2},
{1, -2}, {1, 2}, {2, -1}, {2, 1}
};
for (int[] move : knightMoves) {
int newX = x + move[0];
int newY = y + move[1];
if (newX >= 0 && newX < board.getWidth() && newY >= 0 && newY < board.getHeight()) {
Piece targetPiece = board.getPieceAt(newX, newY);
if (targetPiece == null || targetPiece.isWhite() != isWhite) {
// Empty square or can capture opponent's piece
validMoves.add(new Position(newX, newY));
}
}
}
}
private void addBishopMoves(List<Position> validMoves, Piece piece, Board board) {
int x = piece.getX();
int y = piece.getY();
boolean isWhite = piece.isWhite();
// Directions: diagonals
int[][] directions = {{1, 1}, {1, -1}, {-1, 1}, {-1, -1}};
for (int[] dir : directions) {
int dx = dir[0];
int dy = dir[1];
int newX = x + dx;
int newY = y + dy;
boolean continueInDirection = true;
while (newX >= 0 && newX < board.getWidth() && newY >= 0 && newY < board.getHeight() && continueInDirection) {
Piece targetPiece = board.getPieceAt(newX, newY);
if (targetPiece == null) {
// Empty square
validMoves.add(new Position(newX, newY));
} else {
// Occupied square
if (targetPiece.isWhite() != isWhite) {
// Capture opponent's piece
validMoves.add(new Position(newX, newY));
}
continueInDirection = false; // Cannot move beyond a piece
}
if (continueInDirection) {
newX += dx;
newY += dy;
}
}
}
}
private void addKingMoves(List<Position> validMoves, Piece piece, Board board) {
int x = piece.getX();
int y = piece.getY();
// All adjacent squares (normal king moves)
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
if (dx == 0 && dy == 0) continue; // Skip the current position
int newX = x + dx;
int newY = y + dy;
if (newX >= 0 && newX < board.getWidth() && newY >= 0 && newY < board.getHeight()) {
Piece targetPiece = board.getPieceAt(newX, newY);
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) {
// Empty square or can capture opponent's piece
validMoves.add(new Position(newX, newY));
}
}
}
}
// Add castling moves
CastlingHandler handler = new CastlingHandler(board);
List<CastlingHandler.Position> castlingPositions = handler.getCastlingPositions(piece);
for (CastlingHandler.Position castlingPos : castlingPositions) {
validMoves.add(new Position(castlingPos.x, castlingPos.y));
}
}
// Helper method to check if a list contains a position
private boolean containsPosition(List<Position> positions, Position target) {
for (Position pos : positions) {
if (pos.x == target.x && pos.y == target.y) {
return true;
}
}
return false;
}
public class Position {
int x;
int y;
public Position(int x, int y) {
this.x = x;
this.y = y;
}
public boolean equals(Object obj) {
if (this == obj) return true;
if (obj == null || getClass() != obj.getClass()) return false;
Position position = (Position) obj;
return x == position.x && y == position.y;
}
}
}