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#ifndef SRC_BOARD_H_
#define SRC_BOARD_H_
#include <cstdint>
#include <unordered_map>
#include <vector>
enum PieceType : std::uint8_t {
NONEPIECE,
PAWN,
KNIGHT,
BISHOP,
ROOK,
QUEEN,
KING,
};
enum GameState : std::uint8_t {
TURN,
WHITE_WON,
BLACK_WON,
DRAW,
};
struct Piece {
bool color = false;
PieceType type = NONEPIECE;
};
struct Position {
int rank = 0;
int file = 0;
bool operator==(const Position &) const = default;
};
/*
* things here is a diagram for it uint16_t: XXFFFFFFTTTTTT00, XX for promotion
* flag F for from position T for to position, and 00 for empty ones.
*/
uint16_t CreateMove(uint8_t from, uint8_t to, PieceType promotion = NONEPIECE);
PieceType getPromotionTypeFromMove(uint16_t move);
uint8_t getFromValueFromMove(uint16_t move);
uint8_t getToValueFromMove(uint16_t move);
enum Flag : std::uint8_t { EXACT, LOWERBOUND, UPPERBOUND };
struct TranspositionsEntry {
int depth = -1;
int Eval = 0;
Flag flag = EXACT;
uint16_t bestMove = {};
};
struct Game {
Piece pieces[64];
uint64_t PieceBitboard = 0; // used for quicly iterating over all squares
uint64_t WhitePieceBitboard = 0;
uint64_t BlackPieceBitboard = 0;
uint64_t PieceBitboards[2][7] = {};
bool turn = true; // 1 white; 0 black
bool whiteCastleKing = false;
bool whiteCastleQueen = false;
bool blackCastleKing = false;
bool blackCastleQueen = false;
int halfMoveClock = 0;
int MoveClock = 0;
Position enPassant;
bool canEnpassant = false;
GameState state = TURN;
uint64_t hash = 0;
std::vector<uint64_t> history;
std::unordered_map<uint64_t, TranspositionsEntry> *Transpositions = nullptr;
};
bool isRepetionDraw(uint64_t key, Game *g);
struct Undo {
Piece movedPiece;
Piece capturedPiece;
uint8_t from;
uint8_t to;
bool wasEnPassantCapture = false;
Position enPassantCapturedSquare;
Piece enPassantCapturedPiece;
bool oldTurn;
bool oldCanEnpassant;
Position oldEnPassant;
bool OldWhiteCastleKing;
bool OldWhiteCastleQueen;
bool OldBlackCastleKing;
bool OldBlackCastleQueen;
int oldHalfMoveClock;
int oldMoveClock;
uint64_t ZobristKey;
GameState oldState;
// castling
bool wasCastle = false;
bool CastledSide = false; // 0 for queen side, 1 for king side
};
int PositionToIndex(Position i);
Undo MakeMove(uint16_t move, Game *g);
void UndoMove(Undo undo, Game *g);
Position FindKing(const Game &g, bool color);
#endif /* SRC_BOARD_H_ */
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