* wchess: whisper assisted chess * wchess: fix allowed moves in check * wchess: touchstart, touchend events * wchess: css, disabled button * wchess : html touches * wchess : minor fixes and code style * wchess : bump encoder context to 1280 * wchess : index.html * wchess : fix CI warnings * wchess : add array header * wchess : build static library * wchess : display grammar * wchess : update UX * wchess : add comment * wchess : add README --------- Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
804 lines
26 KiB
C++
804 lines
26 KiB
C++
#include "Chessboard.h"
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#include <array>
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#include <vector>
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#include <algorithm>
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#include <cstring>
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#include <set>
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#include <list>
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#include <chrono>
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namespace {
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constexpr std::array<const char*, 64> positions = {
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"a1", "b1", "c1", "d1", "e1", "f1", "g1", "h1",
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"a2", "b2", "c2", "d2", "e2", "f2", "g2", "h2",
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"a3", "b3", "c3", "d3", "e3", "f3", "g3", "h3",
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"a4", "b4", "c4", "d4", "e4", "f4", "g4", "h4",
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"a5", "b5", "c5", "d5", "e5", "f5", "g5", "h5",
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"a6", "b6", "c6", "d6", "e6", "f6", "g6", "h6",
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"a7", "b7", "c7", "d7", "e7", "f7", "g7", "h7",
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"a8", "b8", "c8", "d8", "e8", "f8", "g8", "h8",
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};
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constexpr char INVALID_POS = positions.size();
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constexpr int R = 0; // rank index
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constexpr int F = 1; // file index
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#define FILE (c[F] - '1')
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#define RANK (c[R] - 'a')
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constexpr char operator ""_P(const char * c, size_t size) {
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return size < 2 || RANK < 0 || RANK > 7 ||
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FILE < 0 || FILE > 7 ? INVALID_POS : FILE * 8 + RANK;
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}
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#undef FILE
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#undef RANK
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struct sview {
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const char * ptr = nullptr;
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size_t size = 0;
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sview() = default;
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sview(const char * p, size_t s) : ptr(p), size(s) {}
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sview(const std::string& s) : ptr(s.data()), size(s.size()) {}
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size_t find(char del, size_t pos) {
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while (pos < size && ptr[pos] != del) ++pos;
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return pos < size ? pos : std::string::npos;
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}
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};
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std::vector<sview> split(sview str, char del) {
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std::vector<sview> res;
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size_t cur = 0;
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size_t last = 0;
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while (cur != std::string::npos) {
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if (str.ptr[last] == ' ') {
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++last;
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continue;
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}
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cur = str.find(del, last);
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size_t len = cur == std::string::npos ? str.size - last : cur - last;
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res.emplace_back(str.ptr + last, len);
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last = cur + 1;
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}
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return res;
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}
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char strToPos(sview str) {
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return operator ""_P(str.ptr, str.size);
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}
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constexpr std::array<const char*, 6> pieceNames = {
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"pawn", "knight", "bishop", "rook", "queen", "king",
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};
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static constexpr std::array<char, 6> blackShort = {
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'p', 'n', 'b', 'r', 'q', 'k',
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};
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static constexpr std::array<char, 6> whiteShort = {
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'P', 'N', 'B', 'R', 'Q', 'K',
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};
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char strToType(sview str) {
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auto it = std::find_if(pieceNames.begin(), pieceNames.end(), [str] (const char* name) { return strncmp(name, str.ptr, str.size) == 0; });
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return it != pieceNames.end() ? it - pieceNames.begin() : pieceNames.size();
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}
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// directions
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using Direction = std::array<char, 2>;
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constexpr Direction N = {(char) 0, (char) 1};
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constexpr Direction NNE = {(char) 1, (char) 2};
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constexpr Direction NE = {(char) 1, (char) 1};
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constexpr Direction ENE = {(char) 2, (char) 1};
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constexpr Direction E = {(char) 1, (char) 0};
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constexpr Direction ESE = {(char) 2, (char) -1};
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constexpr Direction SE = {(char) 1, (char) -1};
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constexpr Direction SSE = {(char) 1, (char) -2};
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constexpr Direction S = {(char) 0, (char) -1};
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constexpr Direction SSW = {(char) -1, (char) -2};
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constexpr Direction SW = {(char) -1, (char) -1};
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constexpr Direction WSW = {(char) -2, (char) -1};
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constexpr Direction W = {(char) -1, (char) 0};
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constexpr Direction WNW = {(char) -2, (char) 1};
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constexpr Direction NW = {(char) -1, (char) 1};
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constexpr Direction NNW = {(char) -1, (char) 2};
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char makeStep(char pos, const Direction& d) {
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char next[2] = { char(positions[pos][R] + d[R]) , char(positions[pos][F] + d[F]) };
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return strToPos(sview{next, sizeof(next)});
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}
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template<class Modifier>
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char traverse(char pos, const Direction& d, const Modifier& m, int count = 8) {
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while (--count >= 0) {
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pos = makeStep(pos, d);
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if (pos == INVALID_POS || m(pos)) break;
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}
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return pos;
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}
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Direction normalize(const Direction& distance) {
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//return {char((distance[R] > 0) - (distance[R] < 0)), char((distance[F] > 0) - (distance[F] < 0))};
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const int drp = distance[R] > 0 ? 1 : 0;
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const int drn = distance[R] < 0 ? 1 : 0;
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const int dfp = distance[F] > 0 ? 1 : 0;
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const int dfn = distance[F] < 0 ? 1 : 0;
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return {char(drp - drn), char(dfp - dfn)};
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}
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struct Pin {
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Direction d;
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Piece* pinner;
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Piece* pinned;
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};
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using Pins = std::list<Pin>;
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using Board = std::array<Piece*, 64>;
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std::vector<Direction> filter(const Direction& pin, std::initializer_list<Direction> directions) {
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if (pin[R] == 0 && pin[F] == 0) return directions;
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std::vector<Direction> result;
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for (auto& d : directions) {
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if ((d[R] == pin[R] || d[R] == -pin[R]) && (d[F] == pin[F] || d[F] == -pin[F])) result.push_back(d);
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}
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return result;
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}
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}
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class Piece {
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public:
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enum Types : char {
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Pawn,
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Knight,
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Bishop,
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Rook,
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Queen,
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King,
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//
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NUM_PIECES
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};
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enum Colors : char {
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White,
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Black,
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};
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const char* name() const;
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char initial() const;
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Types type() const { return m_type; }
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Colors color() const { return m_color; }
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char pos() const { return m_pos; }
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void setPos(char pos) {
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m_pos = pos;
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invalidate();
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}
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const char* coord() const;
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const std::set<char>& allowed() const { return m_allowed; }
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bool canReach(char pos) const;
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virtual bool movePattern(char pos) const = 0;
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void take();
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virtual void reinit(const State& state) = 0;
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void invalidate();
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protected:
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Piece(Types type, Colors color, char pos, std::set<char> allowed)
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: m_type(type), m_color(color), m_pos(pos), m_allowed(std::move(allowed)) {}
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Piece(const Piece&) = delete;
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~Piece() = default;
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const Types m_type;
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const Colors m_color;
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char m_pos;
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std::set<char> m_allowed;
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bool m_update = false;
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};
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struct Pawn : public Piece {
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Pawn(Colors color, char pos, std::set<char> next) : Piece(Types::Pawn, color, pos, std::move(next)) {}
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bool is_first_move() const {
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return m_color ? coord()[F] == '7' : coord()[F] == '2';
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}
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virtual bool movePattern(char pos) const override {
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if (m_pos == INVALID_POS) return false;
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auto cur = coord();
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auto next = positions[pos];
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Direction distance = {char(next[R] - cur[R]), char(next[F] - cur[F])};
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char forward = m_color ? -1 : 1;
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return (forward == distance[F] && distance[R] * distance[R] <= 1)
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|| (is_first_move() && 2 * forward == distance[F] && distance[R] == 0);
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}
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virtual void reinit(const State& state) override;
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};
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struct Knight : public Piece {
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Knight(Colors color, char pos, std::set<char> next) : Piece(Types::Knight, color, pos, std::move(next)) {}
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virtual bool movePattern(char pos) const override {
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if (m_pos == INVALID_POS) return false;
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auto cur = coord();
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auto next = positions[pos];
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Direction diff = {char(next[R] - cur[R]), char(next[F] - cur[F])};
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return diff[R]*diff[R] + diff[F]*diff[F] == 5;
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}
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virtual void reinit(const State& state) override;
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};
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struct Bishop : public Piece {
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Bishop(Colors color, char pos) : Piece(Types::Bishop, color, pos, {}) {}
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virtual bool movePattern(char pos) const override {
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if (m_pos == INVALID_POS) return false;
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auto cur = coord();
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auto next = positions[pos];
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return cur[R] - cur[F] == next[R] - next[F] || cur[R] + cur[F] == next[R] + next[F];
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}
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virtual void reinit(const State& state) override;
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};
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struct Rook : public Piece {
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Rook(Colors color, char pos) : Piece(Types::Rook, color, pos, {}) {}
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virtual bool movePattern(char pos) const override {
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if (m_pos == INVALID_POS) return false;
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auto cur = coord();
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auto next = positions[pos];
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return cur[R] == next[R] || cur[F] == next[F];
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}
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virtual void reinit(const State& state) override;
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};
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struct Queen : public Piece {
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Queen(Colors color, char pos) : Piece(Types::Queen, color, pos, {}) {}
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virtual bool movePattern(char pos) const override {
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if (m_pos == INVALID_POS) return false;
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auto cur = coord();
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auto next = positions[pos];
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return cur[R] == next[R] || cur[F] == next[F] || cur[R] - cur[F] == next[R] - next[F] || cur[R] + cur[F] == next[R] + next[F];
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}
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virtual void reinit(const State& state) override;
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};
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struct King : public Piece {
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King(Colors color, char pos) : Piece(Types::King, color, pos, {}) {}
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virtual bool movePattern(char pos) const override {
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if (m_pos == INVALID_POS) return false;
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auto cur = coord();
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auto next = positions[pos];
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Direction diff = {char(next[R] - cur[R]), char(next[F] - cur[F])};
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return diff[R]*diff[R] + diff[F]*diff[F] <= 2;
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}
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virtual void reinit(const State& state) override;
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};
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struct PieceSet {
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Piece* begin() { return &p1; }
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Piece* end() { return &r2 + 1; }
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const Piece* begin() const { return &p1; }
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const Piece* end() const { return &r2 + 1; }
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Piece& operator[](int i) { return *(begin() + i); }
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const Piece& operator[](int i) const { return *(begin() + i); }
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Pawn p1;
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Pawn p2;
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Pawn p3;
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Pawn p4;
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Pawn p5;
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Pawn p6;
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Pawn p7;
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Pawn p8;
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Rook r1;
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Knight n1;
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Bishop b1;
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Queen q;
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King k;
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Bishop b2;
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Knight n2;
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Rook r2;
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};
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struct State {
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State();
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PieceSet blacks;
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PieceSet whites;
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Board board;
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Pins blackPins;
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Pins whitePins;
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};
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Direction findPin(const Piece& piece, const State& state) {
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auto& pins = piece.color() ? state.blackPins : state.whitePins;
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auto it = std::find_if(pins.begin(), pins.end(), [&] (const Pin& pin) { return pin.pinned == &piece; });
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if (it != pins.end()) return it->d;
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return {0, 0};
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}
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struct Find {
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Find(const Board& board) : m_board(board) {}
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bool operator() (char pos) const { return m_board[pos]; }
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const Board& m_board;
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};
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struct Add {
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Add(const Board& board, std::set<char>& moves, Piece::Colors color) : m_board(board), m_moves(moves), m_color(color) {}
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bool operator() (char pos) const {
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if (!m_board[pos] || m_board[pos]->color() != m_color) m_moves.insert(pos);
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return m_board[pos];
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}
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const Board& m_board;
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std::set<char>& m_moves;
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Piece::Colors m_color;
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};
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void Pawn::reinit(const State& state) {
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if (m_pos == INVALID_POS) return;
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if (!m_update) return;
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m_update = false;
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m_allowed.clear();
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auto pin = findPin(*this, state);
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auto & left = m_color ? SW : NW;
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auto & right = m_color ? SE : NE;
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for (auto& direction : filter(pin, { left, right })) {
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auto pos = makeStep(m_pos, direction);
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if (pos != INVALID_POS && state.board[pos] && state.board[pos]->color() != m_color) m_allowed.insert(pos);
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}
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auto & forward = m_color ? S : N;
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if (!filter(pin, {forward}).empty()) {
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traverse(m_pos, forward, [&] (char pos) {
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if (!state.board[pos]) m_allowed.insert(pos);
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return state.board[pos] || !is_first_move();
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}, 2);
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}
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}
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void Knight::reinit(const State& state) {
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if (m_pos == INVALID_POS) return;
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if (!m_update) return;
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m_update = false;
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m_allowed.clear();
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auto pin = findPin(*this, state);
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if (pin[R] != 0 || pin[F] != 0) return;
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for (auto& direction : { NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW }) {
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auto pos = makeStep(m_pos, direction);
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if (pos != INVALID_POS && (!state.board[pos] || state.board[pos]->color() != m_color)) m_allowed.insert(pos);
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}
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}
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void Bishop::reinit(const State& state) {
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if (m_pos == INVALID_POS) return;
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if (!m_update) return;
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m_update = false;
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m_allowed.clear();
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auto pin = findPin(*this, state);
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for (auto& direction : filter(pin, { NE, SE, SW, NW })) {
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traverse(m_pos, direction, Add(state.board, m_allowed, m_color));
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}
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}
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void Rook::reinit(const State& state) {
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if (m_pos == INVALID_POS) return;
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if (!m_update) return;
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m_update = false;
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m_allowed.clear();
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auto pin = findPin(*this, state);
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for (auto& direction : filter(pin, { N, E, S, W })) {
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traverse(m_pos, direction, Add(state.board, m_allowed, m_color));
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}
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}
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void Queen::reinit(const State& state) {
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if (m_pos == INVALID_POS) return;
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if (!m_update) return;
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m_update = false;
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m_allowed.clear();
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auto pin = findPin(*this, state);
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for (auto& direction : filter(pin, { N, NE, E, SE, S, SW, W, NW })) {
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traverse(m_pos, direction, Add(state.board, m_allowed, m_color));
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}
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}
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void King::reinit(const State& state) {
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if (m_pos == INVALID_POS) return;
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if (!m_update) return;
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m_update = false;
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m_allowed.clear();
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auto& enemyPieces = m_color ? state.whites : state.blacks;
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auto& pawnAttackLeft = m_color ? SW : NW;
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auto& pawnAttackRight = m_color ? SE : NE;
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for (auto& direction : { N, NE, E, SE, S, SW, W, NW }) {
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auto pos = makeStep(m_pos, direction);
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bool accept = pos != INVALID_POS && !(state.board[pos] && state.board[pos]->color() == m_color);
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if (accept) {
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for (auto& p : enemyPieces) {
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if (!p.movePattern(pos)) continue;
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if (p.type() == Piece::Knight || p.type() == Piece::King) {
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accept = false;
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break;
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}
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else if (p.type() == Piece::Pawn) {
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auto from = positions[pos];
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auto to = p.coord();
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Direction d {char(to[R] - from[R]), char(to[F] - from[F])};
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if (d == pawnAttackLeft || d == pawnAttackRight) {
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accept = false;
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break;
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}
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}
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else {
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auto from = positions[pos];
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auto to = p.coord();
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Direction d = normalize({char(to[R] - from[R]), char(to[F] - from[F])});
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auto reached = traverse(pos, d, Find(state.board));
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if (p.pos() == reached) {
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accept = false;
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break;
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}
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}
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}
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}
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if (accept) m_allowed.insert(pos);
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}
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}
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const char* Piece::name() const {
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static_assert(pieceNames.size() == Piece::NUM_PIECES, "Mismatch between piece names and types");
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return pieceNames[m_type];
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}
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char Piece::initial() const {
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static_assert(blackShort.size() == Piece::NUM_PIECES, "Mismatch between piece names and types");
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static_assert(whiteShort.size() == Piece::NUM_PIECES, "Mismatch between piece names and types");
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return m_color ? blackShort[m_type] : whiteShort[m_type];
|
|
}
|
|
|
|
void Piece::invalidate() {
|
|
m_update = true;
|
|
}
|
|
|
|
|
|
const char* Piece::coord() const {
|
|
if (m_pos == INVALID_POS) return "";
|
|
return positions[m_pos];
|
|
}
|
|
|
|
bool Piece::canReach(char pos) const {
|
|
return movePattern(pos) && m_allowed.count(pos);
|
|
}
|
|
|
|
void Piece::take() {
|
|
m_pos = INVALID_POS;
|
|
m_allowed = {};
|
|
}
|
|
|
|
State::State()
|
|
: blacks {
|
|
{Piece::Black, "a7"_P, {"a5"_P, "a6"_P} },
|
|
{Piece::Black, "b7"_P, {"b5"_P, "b6"_P} },
|
|
{Piece::Black, "c7"_P, {"c5"_P, "c6"_P} },
|
|
{Piece::Black, "d7"_P, {"d5"_P, "d6"_P} },
|
|
{Piece::Black, "e7"_P, {"e5"_P, "e6"_P} },
|
|
{Piece::Black, "f7"_P, {"f5"_P, "f6"_P} },
|
|
{Piece::Black, "g7"_P, {"g5"_P, "g6"_P} },
|
|
{Piece::Black, "h7"_P, {"h5"_P, "h6"_P} },
|
|
{Piece::Black, "a8"_P},
|
|
{Piece::Black, "b8"_P, {"a6"_P, "c6"_P} },
|
|
{Piece::Black, "c8"_P},
|
|
{Piece::Black, "d8"_P},
|
|
{Piece::Black, "e8"_P},
|
|
{Piece::Black, "f8"_P},
|
|
{Piece::Black, "g8"_P, {"f6"_P, "h6"_P} },
|
|
{Piece::Black, "h8"_P},
|
|
}
|
|
, whites {
|
|
{Piece::White, "a2"_P, {"a3"_P, "a4"_P} },
|
|
{Piece::White, "b2"_P, {"b3"_P, "b4"_P} },
|
|
{Piece::White, "c2"_P, {"c3"_P, "c4"_P} },
|
|
{Piece::White, "d2"_P, {"d3"_P, "d4"_P} },
|
|
{Piece::White, "e2"_P, {"e3"_P, "e4"_P} },
|
|
{Piece::White, "f2"_P, {"f3"_P, "f4"_P} },
|
|
{Piece::White, "g2"_P, {"g3"_P, "g4"_P} },
|
|
{Piece::White, "h2"_P, {"h3"_P, "h4"_P} },
|
|
{Piece::White, "a1"_P},
|
|
{Piece::White, "b1"_P, {"a3"_P, "c3"_P} },
|
|
{Piece::White, "c1"_P},
|
|
{Piece::White, "d1"_P},
|
|
{Piece::White, "e1"_P},
|
|
{Piece::White, "f1"_P},
|
|
{Piece::White, "g1"_P, {"f3"_P, "h3"_P} },
|
|
{Piece::White, "h1"_P},
|
|
}
|
|
, board {{
|
|
&whites[ 8], &whites[ 9], &whites[10], &whites[11], &whites[12], &whites[13], &whites[14], &whites[15],
|
|
&whites[ 0], &whites[ 1], &whites[ 2], &whites[ 3], &whites[ 4], &whites[ 5], &whites[ 6], &whites[ 7],
|
|
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
|
|
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
|
|
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
|
|
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
|
|
&blacks[ 0], &blacks[ 1], &blacks[ 2], &blacks[ 3], &blacks[ 4], &blacks[ 5], &blacks[ 6], &blacks[ 7],
|
|
&blacks[ 8], &blacks[ 9], &blacks[10], &blacks[11], &blacks[12], &blacks[13], &blacks[14], &blacks[15],
|
|
}}
|
|
{}
|
|
|
|
Chessboard::Chessboard()
|
|
: m_state(new State())
|
|
{
|
|
setGrammar();
|
|
}
|
|
|
|
Chessboard::~Chessboard() = default;
|
|
|
|
void Chessboard::setPrompt(const std::string& prompt) {
|
|
m_prompt = prompt;
|
|
setGrammar();
|
|
}
|
|
|
|
void Chessboard::setGrammar() {
|
|
m_grammar.clear();
|
|
|
|
std::string result;
|
|
if (m_prompt.empty()) {
|
|
result += "move ::= \" \" ((piece | frompos) \" \" \"to \"?)? topos\n";
|
|
//result += "move ::= \" \" frompos \" \" \"to \"? topos\n";
|
|
}
|
|
else {
|
|
// result += "move ::= prompt \" \" ((piece | frompos) \" \" \"to \"?)? topos\n"
|
|
result += "move ::= prompt \" \" frompos \" \" \"to \"? topos\n"
|
|
"prompt ::= \" " + m_prompt + "\"\n";
|
|
}
|
|
|
|
std::set<Piece::Types> pieceTypes;
|
|
std::set<char> from_pos;
|
|
std::set<char> to_pos;
|
|
auto& pieces = m_moveCounter % 2 ? m_state->blacks : m_state->whites;
|
|
std::set<size_t> flags;
|
|
for (auto& p : pieces) {
|
|
if (p.allowed().empty()) continue;
|
|
bool addPiece = false;
|
|
if (!m_inCheck || p.type() == Piece::King) {
|
|
to_pos.insert(p.allowed().begin(), p.allowed().end());
|
|
addPiece = !p.allowed().empty();
|
|
}
|
|
else {
|
|
for (auto move : p.allowed()) {
|
|
if (m_allowedInCheck.count(move)) {
|
|
to_pos.insert(move);
|
|
addPiece = true;
|
|
}
|
|
}
|
|
}
|
|
if (addPiece) {
|
|
pieceTypes.insert(p.type());
|
|
from_pos.insert(p.pos());
|
|
}
|
|
}
|
|
if (pieceTypes.empty()) return;
|
|
|
|
result += "piece ::= (";
|
|
for (auto& p : pieceTypes) result += " \"" + std::string(pieceNames[p]) + "\" |";
|
|
result.pop_back();
|
|
result += ")\n\n";
|
|
|
|
result += "frompos ::= (";
|
|
for (auto& p : from_pos) result += " \"" + std::string(positions[p]) + "\" |";
|
|
result.pop_back();
|
|
result += ")\n";
|
|
|
|
result += "topos ::= (";
|
|
for (auto& p : to_pos) result += " \"" + std::string(positions[p]) + "\" |";
|
|
result.pop_back();
|
|
result += ")\n";
|
|
|
|
m_grammar = std::move(result);
|
|
}
|
|
|
|
std::string Chessboard::stringifyBoard() {
|
|
std::string result;
|
|
result.reserve(16 + 2 * 64 + 16);
|
|
for (char rank = 'a'; rank <= 'h'; ++rank) {
|
|
result.push_back(rank);
|
|
result.push_back(' ');
|
|
}
|
|
result.back() = '\n';
|
|
for (int i = 7; i >= 0; --i) {
|
|
for (int j = 0; j < 8; ++j) {
|
|
auto p = m_state->board[i * 8 + j];
|
|
if (p) result.push_back(p->initial());
|
|
else result.push_back((i + j) % 2 ? '.' : '*');
|
|
result.push_back(' ');
|
|
}
|
|
result.push_back('0' + i + 1);
|
|
result.push_back('\n');
|
|
}
|
|
return result;
|
|
}
|
|
|
|
std::string Chessboard::process(const std::string& command) {
|
|
const auto t_start = std::chrono::high_resolution_clock::now();
|
|
auto color = Piece::Colors(m_moveCounter % 2);
|
|
Piece* piece = nullptr;
|
|
auto pos_to = INVALID_POS;
|
|
if (!parseCommand(command, piece, pos_to)) return "";
|
|
|
|
auto pos_from = piece->pos();
|
|
|
|
if (!move(*piece, pos_to)) return "";
|
|
|
|
flagUpdates(pos_from, pos_to);
|
|
|
|
detectChecks();
|
|
|
|
auto& enemyPieces = color ? m_state->whites : m_state->blacks;
|
|
for (auto& p : enemyPieces) p.reinit(*m_state); // only enemy moves needed next
|
|
|
|
std::string result = {positions[pos_from][R], positions[pos_from][F], '-', positions[pos_to][R], positions[pos_to][F]};
|
|
++m_moveCounter;
|
|
setGrammar();
|
|
const auto t_end = std::chrono::high_resolution_clock::now();
|
|
auto t_ms = std::chrono::duration_cast<std::chrono::milliseconds>(t_end - t_start).count();
|
|
fprintf(stdout, "%s: Move '%s%s%s', (t = %d ms)\n", __func__, "\033[1m", result.data(), "\033[0m", (int) t_ms);
|
|
if (m_grammar.empty()) result.push_back('#');
|
|
return result;
|
|
}
|
|
|
|
bool Chessboard::parseCommand(const std::string& command, Piece*& piece, char& pos_to) {
|
|
auto color = Piece::Colors(m_moveCounter % 2);
|
|
fprintf(stdout, "%s: Command to %s: '%s%.*s%s'\n", __func__, (color ? "Black" : "White"), "\033[1m", int(command.size()), command.data(), "\033[0m");
|
|
|
|
if (command.empty()) return false;
|
|
auto tokens = split(command, ' ');
|
|
auto pos_from = INVALID_POS;
|
|
auto type = Piece::Types::NUM_PIECES;
|
|
if (tokens.size() == 1) {
|
|
type = Piece::Types::Pawn;
|
|
pos_to = strToPos(tokens.front());
|
|
}
|
|
else {
|
|
pos_from = strToPos(tokens.front());
|
|
if (pos_from == INVALID_POS) type = Piece::Types(strToType(tokens.front()));
|
|
pos_to = strToPos(tokens.back());
|
|
}
|
|
if (pos_to == INVALID_POS) return false;
|
|
if (pos_from == INVALID_POS) {
|
|
if (type == Piece::Types::NUM_PIECES) return false;
|
|
auto& pieces = color ? m_state->blacks : m_state->whites;
|
|
for (auto& p : pieces) {
|
|
if (p.type() == type && p.canReach(pos_to)) {
|
|
pos_from = p.pos();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (pos_from == INVALID_POS) return false;
|
|
if (m_state->board[pos_from] == nullptr) return false;
|
|
piece = m_state->board[pos_from];
|
|
if (piece->color() != color) return false;
|
|
return true;
|
|
}
|
|
|
|
void Chessboard::flagUpdates(char pos_from, char pos_to) {
|
|
auto color = Piece::Colors(m_moveCounter % 2);
|
|
auto& enemyPieces = color ? m_state->whites : m_state->blacks;
|
|
auto& ownPieces = color ? m_state->blacks : m_state->whites;
|
|
for (auto& p : enemyPieces) {
|
|
if (p.movePattern(pos_to) || p.movePattern(pos_from)) {
|
|
updatePins(p);
|
|
p.invalidate();
|
|
}
|
|
}
|
|
|
|
for (auto& p : ownPieces) {
|
|
if (p.movePattern(pos_to) || p.movePattern(pos_from)) {
|
|
updatePins(p);
|
|
p.invalidate();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Chessboard::updatePins(Piece& piece) {
|
|
if (piece.type() == Piece::Pawn || piece.type() == Piece::Knight || piece.type() == Piece::King) return;
|
|
auto& enemyPieces = piece.color() ? m_state->whites : m_state->blacks;
|
|
auto& enemyPins = piece.color() ? m_state->whitePins : m_state->blackPins;
|
|
auto& king = enemyPieces.k;
|
|
auto it = std::find_if(enemyPins.begin(), enemyPins.end(), [&] (const Pin& pin) { return pin.pinner == &piece; });
|
|
if (it != enemyPins.end()) {
|
|
it->pinned->invalidate();
|
|
enemyPins.erase(it);
|
|
}
|
|
if (piece.movePattern(king.pos())) {
|
|
auto to = positions[king.pos()];
|
|
auto from = piece.coord();
|
|
Direction d = normalize({char(to[R] - from[R]), char(to[F] - from[F])});
|
|
|
|
auto reached = traverse(piece.pos(), d, Find(m_state->board));
|
|
auto foundPiece = m_state->board[reached];
|
|
if (&king == foundPiece) {
|
|
// check
|
|
king.invalidate();
|
|
}
|
|
else if (foundPiece && foundPiece->color() != piece.color()) {
|
|
reached = traverse(reached, d, Find(m_state->board));
|
|
if (&king == m_state->board[reached]) {
|
|
enemyPins.push_back({d, &piece, foundPiece});
|
|
foundPiece->invalidate();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Chessboard::detectChecks() {
|
|
auto color = Piece::Colors(m_moveCounter % 2);
|
|
auto& enemyPieces = color ? m_state->whites : m_state->blacks;
|
|
auto& ownPieces = color ? m_state->blacks : m_state->whites;
|
|
auto& king = enemyPieces.k;
|
|
auto& pawnAttackLeft = color ? SW : NW;
|
|
auto& pawnAttackRight = color ? SE : NE;
|
|
for (auto& p : ownPieces) {
|
|
if (!p.movePattern(king.pos())) continue;
|
|
auto to = positions[king.pos()];
|
|
auto from = p.coord();
|
|
|
|
if (p.type() == Piece::Knight) {
|
|
if (!m_inCheck) {
|
|
m_allowedInCheck = { p.pos() };
|
|
}
|
|
else {
|
|
m_allowedInCheck.clear();
|
|
}
|
|
m_inCheck = true;
|
|
}
|
|
else if (p.type() == Piece::Pawn) {
|
|
Direction d {char(to[R] - from[R]), char(to[F] - from[F])};
|
|
if (d == pawnAttackLeft || d == pawnAttackRight) {
|
|
if (!m_inCheck) {
|
|
m_allowedInCheck = { p.pos() };
|
|
}
|
|
else {
|
|
m_allowedInCheck.clear();
|
|
}
|
|
m_inCheck = true;
|
|
}
|
|
}
|
|
else {
|
|
Direction d = normalize({char(to[R] - from[R]), char(to[F] - from[F])});
|
|
std::set<char> tmp;
|
|
auto pos = traverse(p.pos(), d, Add(m_state->board, tmp, king.color()));
|
|
if (pos == king.pos()) {
|
|
tmp.insert(p.pos());
|
|
if (!m_inCheck) {
|
|
m_allowedInCheck = std::move(tmp);
|
|
}
|
|
else {
|
|
m_allowedInCheck.clear();
|
|
}
|
|
m_inCheck = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Chessboard::move(Piece& piece, char pos_to) {
|
|
auto& allowed = piece.allowed();
|
|
|
|
if (allowed.count(pos_to) == 0 || (m_inCheck && piece.type() != Piece::King && m_allowedInCheck.count(pos_to) == 0)) return false;
|
|
if (m_state->board[pos_to] && m_state->board[pos_to]->color() == piece.color()) return false;
|
|
if (m_state->board[pos_to]) m_state->board[pos_to]->take();
|
|
m_state->board[piece.pos()] = nullptr;
|
|
m_state->board[pos_to] = &piece;
|
|
piece.setPos(pos_to);
|
|
|
|
m_inCheck = false;
|
|
m_allowedInCheck.clear();
|
|
|
|
return true;
|
|
}
|