import java.util.*; // We are making this an *immutable* class. The state that an object has when constructed is its state permanently. // Instead of making changes to objects we create new ones (with attemptMove() and the constructor). public class GameState { Square[] boardSquares; //Tracks the game board as a 1D array of Square objects (effectively 12 x 12) with 2 layers of sentinel squares all around. boolean isWhitesTurn; //Knows whose turn it is public GameState() { //Set turn to white isWhitesTurn = true; //Initialize squares with legal starting position. boardSquares = new Square[] { new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.ROOK, true), new Square(Square.KNIGHT, true), new Square(Square.BISHOP, true), new Square(Square.KING, true), new Square(Square.QUEEN, true), new Square(Square.BISHOP, true), new Square(Square.KNIGHT, true), new Square(Square.ROOK, true), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), //white new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.PAWN, true), new Square(Square.PAWN, true), new Square(Square.PAWN, true), new Square(Square.PAWN, true), new Square(Square.PAWN, true), new Square(Square.PAWN, true), new Square(Square.PAWN, true), new Square(Square.PAWN, true), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), //white pawns new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.EMPTY), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.PAWN, false), new Square(Square.PAWN, false), new Square(Square.PAWN, false), new Square(Square.PAWN, false), new Square(Square.PAWN, false), new Square(Square.PAWN, false), new Square(Square.PAWN, false), new Square(Square.PAWN, false), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), //white pawns new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.ROOK, false), new Square(Square.KNIGHT, false), new Square(Square.BISHOP, false), new Square(Square.KING, false), new Square(Square.QUEEN, false), new Square(Square.BISHOP, false), new Square(Square.KNIGHT, false), new Square(Square.ROOK, false), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), //black new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), new Square(Square.OUT_OF_BOUNDS), }; } //Construct a new GameState based on a previous state and a move made on that previous state. private GameState(GameState prevState, Move move) { ArrayList moves = prevState.getAllPossibleMoves(); if (!moves.contains(move)) { throw new IllegalArgumentException("Move "+move+" not available for given game state."); } isWhitesTurn = !prevState.isWhitesTurn; boardSquares = new Square[prevState.boardSquares.length]; for(int i = 0; i < boardSquares.length; i++) { boardSquares[i] = new Square(prevState.boardSquares[i]); } boardSquares[move.getDestIndex()] = new Square(boardSquares[move.getSourceIndex()]); boardSquares[move.getSourceIndex()] = new Square(Square.EMPTY); //Queening (no underpromotion for now) if ((move.getDestRow() == 0 || move.getDestRow() == 7) && boardSquares[move.getDestIndex()].getType() == Square.PAWN) { boolean w = boardSquares[move.getDestIndex()].isWhite(); boardSquares[move.getDestIndex()] = new Square(Square.QUEEN, w); //Make that pawn a queen } boardSquares[move.getDestIndex()].setHasMoved(); //For knowledge about moving pawns two squares and castling. } // zero-based index for col and row. Note that -1 and -2 are valid indices into the array, just OUT_OF_BOUNDS. public Square getSquare(int col, int row) { return boardSquares[12*2 + 2 + col + row * 12]; } public GameState getStateAfterMove(Move m) { try { return new GameState(this, m); //Create a new object based on this one, update the board state accordingly. } catch (IllegalArgumentException e) { return null; //If it is not a legal move, return null. } } public ArrayList getAllPossibleMoves() { ArrayList moves = new ArrayList(); //Loop through all squares for(int index = 0; index < boardSquares.length; index++) { int type = boardSquares[index].getType(); boolean w = boardSquares[index].isWhite(); boolean pieceMoved = boardSquares[index].isMoved(); if (type == Square.OUT_OF_BOUNDS) continue; if (type == Square.EMPTY) continue; //For each square, find all possible places that piece can move to. if (type == Square.KING) moves.addAll(findAllMovesFor(index, new int[] {1,-1,12,-12,13,-13,11,-11}, 1, true, true)); if (type == Square.QUEEN) moves.addAll(findAllMovesFor(index, new int[] {1,-1,12,-12,13,-13,11,-11}, 99, true, true)); if (type == Square.BISHOP) moves.addAll(findAllMovesFor(index, new int[] {13,-13,11,-11}, 99, true, true)); if (type == Square.ROOK) moves.addAll(findAllMovesFor(index, new int[] {1,-1,12,-12}, 99, true, true)); if (type == Square.KNIGHT) moves.addAll(findAllMovesFor(index, new int[] {10,14,23,25,-10,-14,-23,-25}, 1, true, true)); //white if (type == Square.PAWN && w && pieceMoved) moves.addAll(findAllMovesFor(index, new int[] {12}, 1, true, false)); if (type == Square.PAWN && w && !pieceMoved) moves.addAll(findAllMovesFor(index, new int[] {12}, 2, true, false)); if (type == Square.PAWN && w) moves.addAll(findAllMovesFor(index, new int[] {11, 13}, 1, false, true)); //black if (type == Square.PAWN && !w && pieceMoved) moves.addAll(findAllMovesFor(index, new int[] {-12}, 1, true, false)); if (type == Square.PAWN && !w && !pieceMoved) moves.addAll(findAllMovesFor(index, new int[] {-12}, 2, true, false)); if (type == Square.PAWN && !w) moves.addAll(findAllMovesFor(index, new int[] {-11, -13}, 1, false, true)); } return moves; } ///movementDistance is the number of times that piece can move in the given directions. private ArrayList findAllMovesFor(int index, int[] directions, int movementDistance, boolean canMove, boolean canCapture) { ArrayList moves = new ArrayList(); if (boardSquares[index].isWhite() != isWhitesTurn) return moves; //don't move other person's pieces! //loop through the directions, see if they work - return the resulting arraylist. for(int dir : directions) { int destIndex = index; int numMoves = movementDistance; do { destIndex += dir; int type = boardSquares[destIndex].getType(); if (type == Square.OUT_OF_BOUNDS) break; if (type == Square.EMPTY && canMove || type != Square.EMPTY && type != Square.OUT_OF_BOUNDS && boardSquares[destIndex].isWhite() != isWhitesTurn && canCapture) { moves.add(new Move(index, destIndex)); } numMoves--; } while(boardSquares[destIndex].getType() == Square.EMPTY && numMoves > 0); } return moves; } public boolean isWhitesTurn() { return isWhitesTurn; } // TODO: should also include information regarding check, checkmate, and stalemate. public String getFeedback() { return isWhitesTurn ? "White's turn" : "Black's turn"; } }