OOP_1B6_Project/src/backend/Board.java

371 lines
14 KiB
Java

package backend;
import java.util.ArrayList;
import java.util.Scanner;
public class Board {
private final Scanner scanner = new Scanner(System.in);
private int selectedX = -1; // negative value means impossible x and y so unselected
private int selectedY = -1;
private int turnNumber = 0; // tracks current turn
public int width; // enables to define the dimensions of board (public because used in console)
public int height;
private Piece[][] board; // 2D array chess board
private ArrayList<int[]> highlightedPositions = new ArrayList<>(); // list of valid positions to highlight
public Board(int colNum, int lineNum) {
this.width = colNum;
this.height = lineNum;
this.board = new Piece[width][height]; // first empty board *********REVIEW************
clearConsole();
System.out.println(toString()); // print the chess at the beginning of the game
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
// new piece on the board at x,y (More specifically changes the empty cell of coordinates x,y with a new chess piece)
public void setPiece(boolean isWhite, PieceType type, int x, int y) {
board[x][y] = new Piece(x, y, type, isWhite);
}
public boolean isTurnWhite() {
if (turnNumber % 2 == 0) { // even turns including 0 are white's ones (% calculates the reminder of the euclidean division)
return true;
} else { // same reasoning, odd turns are black's ones
return false;
}
}
public int getTurnNumber() { // this class enables to obtain the current turn number while increment adds 1 to this value for each turn
return turnNumber; // Necessarly in two functions to get rid of an infinite loop ****WHY****
}
public void incrementTurn() {
turnNumber++;
}
// set up the classic chess board taking it as a matrix and putting each corresponding starting piece at its place 0,0 is the top left spot of the board
public void populateBoard() {
// Black
setPiece(false, PieceType.Rook, 0, 0);
setPiece(false, PieceType.Knight, 1, 0);
setPiece(false, PieceType.Bishop, 2, 0);
setPiece(false, PieceType.Queen, 3, 0);
setPiece(false, PieceType.King, 4, 0);
setPiece(false, PieceType.Bishop, 5, 0);
setPiece(false, PieceType.Knight, 6, 0);
setPiece(false, PieceType.Rook, 7, 0);
// Black pawns
for (int i = 0; i < 8; i++) {
setPiece(false, PieceType.Pawn, i, 1);
}
// White pawns
for (int i = 0; i < 8; i++) {
setPiece(true, PieceType.Pawn, i, 6);
}
// White
setPiece(true, PieceType.Rook, 0, 7);
setPiece(true, PieceType.Knight, 1, 7);
setPiece(true, PieceType.Bishop, 2, 7);
setPiece(true, PieceType.Queen, 3, 7);
setPiece(true, PieceType.King, 4, 7);
setPiece(true, PieceType.Bishop, 5, 7);
setPiece(true, PieceType.Knight, 6, 7);
setPiece(true, PieceType.Rook, 7, 7);
}
public void cleanBoard() {
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
board[x][y] = null; // each position becomes empty
}
}
}
public Piece getPiece(int x, int y) {
if (!isInBounds (x, y)) return null;
return board [x][y];
}
private void clearConsole() { // ***************CONSOLE
for (int i = 0; i < 50; i++) {
System.out.println(); // Print 50 empty lines to "clear" the console
}
}
public String toString() {
StringBuilder str = new StringBuilder();
str.append(" A B C D E F G H\n"); // columns letter at the top
// representation of the rows
for (int y = 0; y < height; y++) {
str.append(8 - y).append(" "); // row number on the left
for (int x = 0; x < width; x++) {
if (board[x][y] == null) {
str.append("- "); // empty positions
} else {
// convert each piece of both color into a character
Piece piece = board[x][y];
char pieceChar;
switch (piece.getType()) { // switch function avoids too many if-else
case King: pieceChar = 'K'; break;
case Queen: pieceChar = 'Q'; break;
case Bishop: pieceChar = 'B'; break;
case Knight: pieceChar = 'N'; break; // N because we already have King
case Rook: pieceChar = 'R'; break;
case Pawn: pieceChar = 'P'; break;
default: pieceChar = '?'; break; // safety net
}
// Make black pieces in lowercase
if (!piece.isWhite()) {
pieceChar = Character.toLowerCase(pieceChar);
}
str.append(pieceChar).append(" "); // gives structure to the output
}
}
str.append("\n"); // change of row
}
// Additional infos for a proper output
str.append("Turn ").append(getTurnNumber()).append(": ");
str.append(isTurnWhite() ? "White" : "Black");
return str.toString();
}
// list the placement of the pieces on the board
public ArrayList<Piece> getPieces() {
ArrayList<Piece> pieces = new ArrayList<>();
// collect infos for the non-empty positions
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (board[x][y] != null) {
pieces.add(board[x][y]);
}
}
}
return pieces;
}
// user clicks on the board
public void userTouch(int x, int y) {
if (selectedX == -1 && selectedY == -1) { // This condition is only possible at the very start of the game
// check if the position is empty and the color
if (board[x][y] != null && board[x][y].isWhite() == isTurnWhite()) {
// select it as active location
selectedX = x;
selectedY = y;
highlightedPositions = getValidMoves(board[x][y]); // compute moves
}
} else {
if (x == selectedX && y == selectedY) {
// unselect it if the destination is unvalid (not highlighted)
selectedX = -1;
selectedY = -1;
highlightedPositions.clear();
} else {
// move if valid destination
boolean valid = false;
for (int[] pos : highlightedPositions) {
if (pos[0] == x && pos[1] == y) {
valid = true;
break;
}
}
if (valid) {
Piece pieceToMove = board[selectedX][selectedY];
if(pieceToMove.getType() == PieceType.King && Math.abs(x - selectedX)==2) {
y = selectedY;
if (x == 6) {
board[5][y] = board[7][y];
board[7][y] = null;
board[5][y].setMoved(true);
board[5][y].setX(5);
board[5][y].setY(y);
} else if (x == 2) {
//System.out.println(board [3][y]);
//System.out.println(board [0][y]);
board [3][y] = board[0][y];
board [0][y] = null;
//System.out.println(board [3][y]);
//System.out.println(board [0][y]);
board[3][y].setMoved(true);
board[3][y].setX(3);
board[3][y].setY(y);
}
}
board[x][y] = new Piece(x, y, pieceToMove.getType(), pieceToMove.isWhite());
board[selectedX][selectedY] = null;
if (pieceToMove.getType() == PieceType.Pawn && (y == 0 || y == 7)) {
PieceType promotionType = askPromotionChoice(pieceToMove.isWhite());
board[x][y] = new Piece(x, y, promotionType, pieceToMove.isWhite());
}
board[x][y].setMoved(true);
incrementTurn();
}
// reset selection
selectedX = -1;
selectedY = -1;
highlightedPositions.clear();
clearConsole();
System.out.println(toString());
}
}
}
public boolean isSelected(int x, int y) {
return (x == selectedX && y == selectedY); // true if matching position
}
public boolean isHighlighted(int x, int y) {
for (int[] pos : highlightedPositions) {
if (pos[0] == x && pos[1] == y) {
return true;
}
}
return false;
}
/* utility methods */
public boolean isInBounds(int x, int y) {
return x >= 0 && x < width && y >= 0 && y < height;
}
private ArrayList<int[]> getValidMoves(Piece piece) {
return piece.getValidMoves(this);
}
public String[] toFileRep() {
String[] rep = new String[height + 1]; // height lines for the board + 1 for turn info
// taking each row
for (int y = 0; y < height; y++) {
StringBuilder line = new StringBuilder();
//now each column
for (int x = 0; x < width; x++) {
if (board[x][y] == null) {
line.append("-"); //empty square
} else {
// Convert each piece to a character using the same logic as toString()
Piece piece = board[x][y];
String pieceChar = piece.getType().getSummary(); //get the character representation
// Make black pieces lowercase, just like in toString()
if (!piece.isWhite()) {
pieceChar = pieceChar.toLowerCase();
}
line.append(pieceChar);
}
// Add a comma after each square except the last one
if (x < width - 1) {
line.append(",");
}
}
rep[y] = line.toString();//store line
}
// Add turn information as the last line
rep[height] = isTurnWhite() ? "W" : "B";
return rep;
}
public Board(String[] fileRepresentation) {
// Determine board dimensions from the file
this.height = fileRepresentation.length - 1; // Last line is turn info
this.width = fileRepresentation[0].split(",").length;//width counting with commas
this.board = new Piece[width][height];
this.selectedX = -1;//no position selected at beginning
this.selectedY = -1;
this.highlightedPositions = new ArrayList<>();//no highlighted position at beginning
// Process each row
for (int y = 0; y < height; y++) {
String[] squares = fileRepresentation[y].split(",");//split rows with commas
for (int x = 0; x < width; x++) {//take the square infos
String squareData = squares[x];
// Skip empty squares
if (squareData.equals("-")) {
continue;
}
char pieceChar = squareData.charAt(0);//take the character of the piece
// Determine color by case: uppercase = white, lowercase = black
boolean isWhite = Character.isUpperCase(pieceChar);
// Convert to uppercase for the fromSummary method if it's lowercase
if (!isWhite) {
pieceChar = Character.toUpperCase(pieceChar);
}
// Get piece type
PieceType type = PieceType.fromSummary(pieceChar);
// Create the piece
setPiece(isWhite, type, x, y);
}
}
// Set turn information
String turnInfo = fileRepresentation[height];
this.turnNumber = turnInfo.equals("W") ? 0 : 1;//white=even, black=odd
clearConsole();
System.out.println(toString());
}
private PieceType askPromotionChoice(boolean isWhite) {
System.out.println("Choose piece to promote to:");
System.out.println("Enter Q for Queen, R for Rook, B for Bishop, N for Knight");
while (true) {
String input = scanner.nextLine().trim().toUpperCase();
switch (input) {
case "Q": return PieceType.Queen;
case "R": return PieceType.Rook;
case "B": return PieceType.Bishop;
case "N": return PieceType.Knight;
default:
System.out.println("Invalid choice. Please enter Q, R, B, or N.");
}
}
}
/* additional functionality to implement later */
public void undoLastMove() {
// TODO
}
public void playMove(Move move) {
// TODO
}
public Board(Board board) {
// TODO
}
}