OOP_3B3_Project/src/backend/Board.java

426 lines
14 KiB
Java

package backend;
import java.util.ArrayList;
public class Board {
private int line;
private int col;
private Piece[][] board; // 2D array to hold pieces
private int [] selectedPosition = null; // No piece selected initially
private int turnNumber=0; // Tracks the number of turns elapsed
private boolean turnWhite=true; // True if it's White's turn, False if it's Black's turn
private ArrayList<int[]> highlightedPositions = new ArrayList<>(); // List containing all board positions
private ArrayList<MoveRecord> moveHistory = new ArrayList<>(); // List to store move history
private boolean inBounds(int x, int y) {
// Verify the bounds of the board
return x >= 0 && y >= 0 && x < col && y < line;
}
private boolean hasEnemy(int x, int y, boolean isWhite) {
// Detect an enemy piece, meaning from a different color
return board[y][x] != null && board[y][x].isWhite() != isWhite;
}
private ArrayList<int[]> lineMoves(int x, int y, boolean isWhite, int[][] directions) {
ArrayList<int[]> result = new ArrayList<>();
for (int[] d : directions) {
int nx = x + d[0], ny = y + d[1];
while (inBounds(nx, ny)) {
if (board[ny][nx] == null) {
result.add(new int[]{nx, ny});
} else {
if (hasEnemy(nx, ny, isWhite)) {
result.add(new int[]{nx, ny});
}
break;
}
nx += d[0];
ny += d[1];
}
}
return result;
}
public Board(int colNum, int lineNum) {
this.col=colNum;
this.line=lineNum;
this.board =new Piece [colNum][lineNum];// Create the 2D board array
}
public int getWidth() {
return this.line;
}
public int getHeight() {
return this.col;
}
public int getTurnNumber() {
return this.turnNumber;
}
public boolean isTurnWhite() {
return this.turnWhite;
}
public void setPiece(boolean isWhite, PieceType type, int x, int y) {
// Create a new Piece object with the provided attributes
Piece piece =new Piece (isWhite, type,x,y);
// Place the piece on the board at the specified position
if (x >= 0 && x < col && y >= 0 && y < line) {
board[y][x] = piece;
}
else {
System.out.println("Invalid position");
}
}
public void populateBoard() {
// Puts the board in its default configuration
// adding all necessary pieces at the expected starting locations
PieceType[] backRow = {
PieceType.Rook, PieceType.Knight, PieceType.Bishop,
PieceType.Queen, PieceType.King, PieceType.Bishop,
PieceType.Knight, PieceType.Rook
};
// Place black pieces (false = black)
for (int x=0;x<8;x++) {
// Row 0: black major pieces
setPiece(false,backRow[x],x,0);
// Row 1: black pawns
setPiece(false, PieceType.Pawn,x,1);
}
// Place white pieces (true = white)
for (int x = 0; x < 8; x++) {
// Row 6: white pawns
setPiece(true, PieceType.Pawn, x, 6);
// Row 7: white major pieces
setPiece(true, backRow[x], x, 7);
}
}
public void cleanBoard() {
// Removes all pieces from the board, readying it to add pieces for a new game
// Iterate over each row and column and set the board position to null
for (int y = 0; y < line; y++) {
for (int x = 0; x < col; x++) {
board[y][x] = null; // Remove the piece
}
}
this.turnNumber=0;
System.out.println("Board cleaned. All pieces removed.");
}
public String toString() {
// Returns a string representation of the board's current state
StringBuilder boardString = new StringBuilder(); // To construct the string representation
// Iterate through each row and column to build the string
for (int row = 0; row < line; row++) {
for (int col = 0; col < this.col; col++) {
Piece piece = board[row][col];
if (piece != null) {
boardString.append(piece.getType().getSummary()); // append the piece symbol
} else {
boardString.append("."); // the dot symbolizes empty space
}
if (col < this.col - 1) {
boardString.append(" "); // add space between columns
}
}
boardString.append("\n"); // new line after each row
}
return boardString.toString();
}
public ArrayList<Piece> getPieces() {
ArrayList<Piece> pieces = new ArrayList<>();
// Iterate through the 2D array to gather all non-null pieces
for (int y = 0; y < line; y++) {
for (int x = 0; x < col; x++) {
Piece piece = board[y][x];
if (piece != null) {
pieces.add(piece); // Add the piece to the list if it's not null
}
}
}
return pieces; // return the list or array of pieces
}
public void userTouch(int x, int y) {
// Case 1: No position is selected
if (selectedPosition==null) {
Piece clickedPiece = board[y][x];
// Check if there is a piece at clicked position and it belongs to current player
if (clickedPiece!=null && clickedPiece.isWhite()==turnWhite){
// Select this position
selectedPosition = new int[] {x,y};
highlightedPositions = getValidMoves(clickedPiece); //Calculate Highlights
}
}
// Case 2: A position is already selected
else{
int selectedX = selectedPosition[0];
int selectedY = selectedPosition[1];
// If the selected position is clicked again, deselect it
if(selectedX == x && selectedY == y) {
selectedPosition = null;
highlightedPositions.clear(); //Unhighlight
}
// If a piece is selected and the user clicks a new position
else {
// Check if the move is valid by checking if it exists in highlightedPositions
boolean isValidMove = false;
for (int[] pos : highlightedPositions) {
if (pos[0] == x && pos[1] == y) {
isValidMove = true;
break;
}
}
// Only move the piece if the destination is valid
if (isValidMove) {
movePiece(selectedX, selectedY, x, y);
// Update turn
this.turnNumber++;
this.turnWhite = !this.turnWhite;
}
// Deselect the position after moving
this.selectedPosition = null;
highlightedPositions.clear();//Clear after move
}
}
}
public ArrayList<int[]> getValidMoves(Piece p) {
// Calculate the valid moves for each Piece type
ArrayList<int[]> moves = new ArrayList<>();
int x = p.getX(), y = p.getY();
boolean isWhite = p.isWhite();
switch (p.getType()) {
case Pawn:
int dir = isWhite ? -1 : 1;
// Forward one square
if (inBounds(x, y + dir) && board[y + dir][x] == null) {
moves.add(new int[]{x, y + dir});
// Initial two-square move
int startRow = isWhite ? 6 : 1; // Starting row for pawns
if (y == startRow && inBounds(x, y + 2*dir) && board[y + 2*dir][x] == null) {
moves.add(new int[]{x, y + 2*dir});
}
}
// Captures (diagonal)
if (inBounds(x - 1, y + dir) && hasEnemy(x - 1, y + dir, isWhite)) {
moves.add(new int[]{x - 1, y + dir});
}
if (inBounds(x + 1, y + dir) && hasEnemy(x + 1, y + dir, isWhite)) {
moves.add(new int[]{x + 1, y + dir});
}
break;
case Rook:
moves.addAll(lineMoves(x, y, isWhite, new int[][]{{1, 0}, {-1, 0}, {0, 1}, {0, -1}}));
break;
case Bishop:
moves.addAll(lineMoves(x, y, isWhite, new int[][]{{1, 1}, {-1, 1}, {1, -1}, {-1, -1}}));
break;
case Queen:
moves.addAll(lineMoves(x, y, isWhite, new int[][]{
{1, 0}, {-1, 0}, {0, 1}, {0, -1}, {1, 1}, {-1, 1}, {1, -1}, {-1, -1} }));
break;
case Knight:
int[][] jumps = {{2, 1}, {1, 2}, {-1, 2}, {-2, 1},
{-2, -1}, {-1, -2}, {1, -2}, {2, -1}};
for (int[] j : jumps) {
int nx = x + j[0], ny = y + j[1];
if (inBounds(nx, ny) && (board[ny][nx] == null || hasEnemy(nx, ny, isWhite)))
moves.add(new int[]{nx, ny});
}
break;
case King:
// Regular king moves
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
if (dx == 0 && dy == 0) continue;
int nx = x + dx, ny = y + dy;
if (inBounds(nx, ny) && (board[ny][nx] == null || hasEnemy(nx, ny, isWhite)))
moves.add(new int[]{nx, ny});
}
}
break;
}
return moves;
}
public void movePiece(int fromX, int fromY, int toX, int toY) {
// Additional method: moves a piece from one position to another on the board
Piece movingPiece = board[fromY][fromX];
Piece capturedPiece = board[toY][toX];
// Record the move before making it
moveHistory.add(new MoveRecord(
movingPiece, capturedPiece,
fromX, fromY, toX, toY,
turnNumber, turnWhite));
// Move the piece on the board
board[toY][toX] = movingPiece; // Place piece at the new position
board[fromY][fromX] = null; // Clear the old position
if (movingPiece != null) {
// Update the piece's internal position
movingPiece.setX(toX);
movingPiece.setY(toY);
}
}
public boolean isSelected(int x, int y) {
return this.selectedPosition!=null && this.selectedPosition[0] == x && this.selectedPosition[1] == y;
}
/* saving-loading feature :*/
public String[] toFileRep() {
ArrayList<String> fileLines = new ArrayList<>();
// First line: game state (turn number and current player)
fileLines.add(turnNumber + "," + (turnWhite ? "white" : "black"));
// Second line: board dimensions
fileLines.add(line + "," + col);
// Get all pieces on the board
ArrayList<Piece> pieces = getPieces();
// Add one line per piece with format: pieceType,x,y,color
for (Piece piece : pieces) {
StringBuilder pieceInfo = new StringBuilder();
pieceInfo.append(piece.getType()).append(",");
pieceInfo.append(piece.getX()).append(",");
pieceInfo.append(piece.getY()).append(",");
pieceInfo.append(piece.isWhite() ? "W" : "B");
fileLines.add(pieceInfo.toString());
}
return fileLines.toArray(new String[0]);
}
public Board(String[] fileRepresentation) {
// Parse game state from first line
String[] gameState = fileRepresentation[0].split(",");
turnNumber = Integer.parseInt(gameState[0]);
turnWhite = gameState[1].equals("white");
// Parse board dimensions from second line
String[] dimensions = fileRepresentation[1].split(",");
line = Integer.parseInt(dimensions[0]);
col = Integer.parseInt(dimensions[1]);
// Initialize the board with the specified dimensions
board = new Piece[line][col];
// Parse pieces from the remaining lines
for (int i = 2; i < fileRepresentation.length; i++) {
String[] pieceInfo = fileRepresentation[i].split(",");
PieceType pieceType = PieceType.valueOf(pieceInfo[0]);
int x = Integer.parseInt(pieceInfo[1]);
int y = Integer.parseInt(pieceInfo[2]);
boolean isWhite = pieceInfo[3].equals("W");
// Create the piece and place it on the board
board[y][x] = new Piece(isWhite,pieceType, x, y);
}
// Initialize other state variables
selectedPosition = null;
highlightedPositions = new ArrayList<>();
}
public boolean isHighlighted(int x, int y) {
// Storing valid moves when piece is selected
for (int[] pos : highlightedPositions) {
if (pos[0] == x && pos[1] == y)
return true;
}
return false;
}
public void undoLastMove() {
// Check if there are moves to undo
if (moveHistory.isEmpty()) {
return; // Nothing to undo
}
// Get the last move
MoveRecord lastMove = moveHistory.remove(moveHistory.size() - 1);
// Restore the moved piece to its original position
board[lastMove.fromY][lastMove.fromX] = lastMove.movedPiece;
if (lastMove.movedPiece != null) {
lastMove.movedPiece.setX(lastMove.fromX);
lastMove.movedPiece.setY(lastMove.fromY);
}
// Restore the captured piece if any
board[lastMove.toY][lastMove.toX] = lastMove.capturedPiece;
if (lastMove.capturedPiece != null) {
lastMove.capturedPiece.setX(lastMove.toX);
lastMove.capturedPiece.setY(lastMove.toY);
}
// Restore game state
turnNumber = lastMove.turnNumberAtMove;
turnWhite = lastMove.turnWhiteAtMove;
// Clear any selections or highlights
selectedPosition = null;
highlightedPositions.clear();
}
public Board(Board board) {
//copy the board size
this.col = board.col; //number of column
this.line = board.line; //number of row
this.turnNumber = board.turnNumber;
this.turnWhite = board.turnWhite;
//copy the selected positions
this.selectedPosition = board.selectedPosition == null ? null:
new int[] {board.selectedPosition[0], board.selectedPosition[1]};
//Deep copy highlighted positions
this.highlightedPositions = new ArrayList<>();
for (int[] pos : highlightedPositions) {
//TO BE DONE
}
}
public void playMove(Move move) {
//TODO
}
}