OOP_Groupe_1A3_Project/src/backend/MovePiece.java

354 lines
14 KiB
Java

package backend;
public class MovePiece {
private Piece piece;
private Board board;
public MovePiece(Piece piece, Board board) {
this.piece = piece;
this.board = board;
}
/*alternative
* public boolean validateMove(int x, int y, boolean simulate) {
PieceType type = piece.getType();
switch(type) {
case Pawn:
return validatePawnMove(x, y, simulate);
case Rook:
return validateRookMove(x, y, simulate);
case Knight:
return validateKnightMove(x, y, simulate);
case Bishop:
return validateBishopMove(x, y, simulate);
case Queen:
return validateQueenMove(x, y, simulate);
case King:
return validateKingMove(x, y, simulate);
default:
return false;
}
}
public boolean moveKnight(int x, int y) {
return validateMove(x, y, false);
}
public boolean moveKnightSimulate(int x, int y) {
return validateMove(x, y, true);
}
private boolean validateKnightMove(int x, int y, boolean simulate) {
int currentX = piece.getX();
int currentY = piece.getY();
int[][] knightMoves = { //we establish all possible moves a knight can have
{2, 1}, {2, -1}, {-2, 1}, {-2, -1},
{1, 2}, {1, -2}, {-1, 2}, {-1, -2}
};
for (int[] move : knightMoves) { // we create a loop through each possible move
if (currentX + move[0] == x && currentY + move[1] == y) { // checks if move matches the target coordination (move0 is in x direction, move 1 in y)
Piece targetPiece = board.getPiece(x, y); //get the piece on the target spot
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) {
board.movePiece(currentX, currentY, x, y); //move our figure to the target spot
return true;
}
}
}
return false;
} */
///Pawn movement logic
public boolean movePawn(int x, int y) { //method definition for pawn
int currentX = piece.getX(); // we call the method getX to get x coordinates
int currentY = piece.getY(); // we call the method getY to get y coordinates
boolean isWhite = piece.isWhite(); // checks if the pawn is white or black
int direction = isWhite ? -1 : 1; // we check, if its white we have -1 as it goes down if false we have black then we have 1
boolean firstMove = isWhite ? currentY == 6 : currentY == 1; // checks if its the first move. are the pawns still on their lines?
if (x == currentX && y == currentY + direction && board.getPiece(x, y) == null) { // we go one step forward
board.movePiece(currentX, currentY, x, y);
return true;
}else if (x == currentX && y == currentY + (2 * direction) && firstMove && board.getPiece(x, y) == null && board.getPiece(x, currentY + direction) == null) { // we go two steps forward bcs its the start of the game
//and we ensure that there really is nothing in between the original position and the 2nd step
board.movePiece(currentX, currentY, x, y);
return true;
}
// ⚠️ Note: In a full version, you should also check the square in between is empty (e.g., board.getPiece(x, currentY + direction) == null) — otherwise the pawn could "jump over" a piece
else if (Math.abs(x - currentX) == 1 && y == currentY + direction && board.getPiece(x, y) != null && board.getPiece(x, y).isWhite() != isWhite) {
board.movePiece(currentX, currentY, x, y); // we go diagonally and capture where another black piece is placed
return true;
}
else { // checking for possibility of en passant
MovementCapabilities mc = new MovementCapabilities();
if (mc.enPassant(piece, x, y, board)) {
return true;
}
}
return false;
}
//Rook movement logic
public boolean moveRook(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
if (currentX == x || currentY == y) // Check if the move is either in the same row or the same column
if (isPathClear(currentX, currentY, x, y)) { //Check if there are obstacles in the path
Piece targetPiece = board.getPiece(x, y);
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) { //Check if the target is empty or an enemy piece
board.movePiece(currentX, currentY, x, y);
return true; //move was successful
}
}
return false; //if not it was unsuccessful
}
//Knight movement logic
public boolean moveKnight(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
int[][] knightMoves = { //we establish all possible moves a knight can have
{2, 1}, {2, -1}, {-2, 1}, {-2, -1},
{1, 2}, {1, -2}, {-1, 2}, {-1, -2}
};
for (int[] move : knightMoves) { // we create a loop through each possible move
if (currentX + move[0] == x && currentY + move[1] == y) { // checks if move matches the target coordination (move0 is in x direction, move 1 in y)
Piece targetPiece = board.getPiece(x, y); //get the piece on the target spot
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) {
board.movePiece(currentX, currentY, x, y); //move our figure to the target spot
return true;
}
}
}
return false;
}
// Bishop Movement Logic
public boolean moveBishop(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
if (Math.abs(currentX - x) == Math.abs(currentY - y) && isPathClear(currentX, currentY, x, y)) {
Piece targetPiece = board.getPiece(x, y);
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) {
board.movePiece(currentX, currentY, x, y);
return true;
}
}
return false;
}
//Queen movement logic
public boolean moveQueen(int x, int y) {
int currentX=piece.getX();
int currentY=piece.getY();
boolean Diagonal = Math.abs(currentX - x)== Math.abs(currentY-y); //diagonal spaces identified
boolean Straight= currentX == x || currentY == y; //horizontal or vertical spaces identified
if((Diagonal || Straight) && isPathClear(currentX, currentY, x, y)) { //if either space is available and clear
Piece targetPiece= board.getPiece(x, y); //choose the empty space
if(targetPiece == null || targetPiece.isWhite() != piece.isWhite()) { //move piece to null space or capture opposite colour piece
board.movePiece(currentX, currentY, x, y);
return true;
}
}
return false;
}
//King movement logic
public boolean moveKing(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
int stepX = Math.abs(x - currentX); //spaces moved horizontally
int stepY = Math.abs(y - currentY);//spaces moved vertically
if ((stepX <= 1 && stepY <= 1) && !(stepX == 0 && stepY == 0)) { //moving 1 space in any direction
Piece targetPiece = board.getPiece(x, y);
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) { //move is space is empty o
board.movePiece(currentX, currentY, x, y);
return true;
}
}
// Castling move
MovementCapabilities mc = new MovementCapabilities();
if (mc.castling(piece, x, y, board)) {
return true;
}
return false;
}
// Path Clearance Logic for Rook and Bishop
private boolean isPathClear(int currentX, int currentY, int targetX, int targetY) { //method to check if the path is clear
if (currentX == targetX) { //checks if it moves vertically
int step = (targetY > currentY) ? 1 : -1; // decides the direction of the step
for (int y = currentY + step; y != targetY; y += step) { // we have a loop in here
if (board.getPiece(currentX, y) != null) {
return false; // Blocked path
}
}
}
else if (currentY == targetY) { //checks if it moves horizontally
int step = (targetX > currentX) ? 1 : -1;
for (int x = currentX + step; x != targetX; x += step) {
if (board.getPiece(x, currentY) != null) {
return false; // Blocked path
}
}
} else if (Math.abs(currentX - targetX) == Math.abs(currentY - targetY)) {
int stepX = (targetX > currentX) ? 1 : -1;
int stepY = (targetY > currentY) ? 1 : -1;
int x = currentX + stepX;
int y = currentY + stepY;
while (x != targetX) {
if (board.getPiece(x, y) != null) {
return false;
}
x += stepX;
y += stepY;
}
}
return true; // No obstacles found
}
//adding simulations part for the highlighting the pre-moves that can be performed(only checking where the piece can go to avoid changing the game state)
//Pawn movement logic simulation
public boolean movePawnSimulate(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
boolean isWhite = piece.isWhite();
int direction = isWhite ? -1 : 1;
boolean firstMove = isWhite ? currentY == 6 : currentY == 1;
// Same logic as movePawn but no actual move
if (x == currentX && y == currentY + direction && board.getPiece(x, y) == null) {
return true;
}else if (x == currentX && y == currentY + (2 * direction) && firstMove &&
board.getPiece(x, y) == null && board.getPiece(x, currentY + direction) == null) {
return true;
}else if (Math.abs(x - currentX) == 1 && y == currentY + direction &&
board.getPiece(x, y) != null && board.getPiece(x, y).isWhite() != isWhite) {
return true;
}return false;
}
//bishop movement simulate
public boolean moveBishopSimulate(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
if (Math.abs(currentX - x) == Math.abs(currentY - y) && isPathClear(currentX, currentY, x, y)) {
Piece targetPiece = board.getPiece(x, y);
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) {
return true;
}
}
return false;
}
//Rook movement simulate
public boolean moveRookSimulate(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
if (currentX == x || currentY == y) // Check if the move is either in the same row or the same column
if (isPathClear(currentX, currentY, x, y)) { //Check if there are obstacles in the path
Piece targetPiece = board.getPiece(x, y);
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) { //Check if the target is empty or an enemy piece
return true; //move was successful
}
}
return false; //if not it was unsuccessful
}
//Knight movement simulate
public boolean moveKnightSimulate(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
int[][] knightMoves = { //we establish all possible moves a knight can have
{2, 1}, {2, -1}, {-2, 1}, {-2, -1},
{1, 2}, {1, -2}, {-1, 2}, {-1, -2}
};
for (int[] move : knightMoves) { // we create a loop through each possible move
if (currentX + move[0] == x && currentY + move[1] == y) { // checks if move matches the target coordination (move0 is in x direction, move 1 in y)
Piece targetPiece = board.getPiece(x, y); //get the piece on the target spot
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) {
return true;
}
}
}
return false;
}
//Queen movement simulate
public boolean moveQueenSimulate(int x, int y) {
int currentX=piece.getX();
int currentY=piece.getY();
boolean Diagonal = Math.abs(currentX - x)== Math.abs(currentY-y); //diagonal spaces identified
boolean Straight= currentX == x || currentY == y; //horizontal or vertical spaces identified
if((Diagonal || Straight) && isPathClear(currentX, currentY, x, y)) { //if either space is available and clear
Piece targetPiece= board.getPiece(x, y); //choose the empty space
if(targetPiece == null || targetPiece.isWhite() != piece.isWhite()) { //move piece to null space or capture opposite colour piece
return true;
}
}
return false;
}
//King movement simulate
public boolean moveKingSimulate(int x, int y) {
int currentX = piece.getX();
int currentY = piece.getY();
int stepX = Math.abs(x - currentX); //spaces moved horizontally
int stepY = Math.abs(y - currentY);//spaces moved vertically
if ((stepX <= 1 && stepY <= 1) && !(stepX == 0 && stepY == 0)) { //moving 1 space in any direction
Piece targetPiece = board.getPiece(x, y);
if (targetPiece == null || targetPiece.isWhite() != piece.isWhite()) { //move is space is empty o
return true;
}
}
return false;
}
}