Removed the python version and kept just the c++ one
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This commit is contained in:
Karma Riuk
2025-02-16 09:36:04 +01:00
parent 0145664567
commit 5cbe57dc55
91 changed files with 29 additions and 1531 deletions

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#include "ai_vs_ai.hpp"
#include "controller.hpp"
#include <thread>
AIvsAIController::AIvsAIController(Board b, View& v, ai::AI& p1, ai::AI& p2)
: Controller(b, v),
p1(p1),
p2(p2) {}
void AIvsAIController::start() {
std::thread view_thread([&]() { view.show(); });
ai::AI* current_player;
while (!board.is_terminal()) {
current_player = board.white_to_play ? &p1 : &p2;
std::cout << typeid(*current_player).name() << " to play" << std::endl;
Move move = current_player->search(board);
make_move(move);
}
view_thread.join();
}
void AIvsAIController::make_move(Move move) {
board = board.make_move(move);
std::cout << "Made move: " << move << std::endl;
view.update_board(board, -1, {});
Colour current_colour = board.white_to_play ? White : Black;
if (board.is_checkmate())
view.notify_checkmate(current_colour);
if (board.is_stalemate())
view.notify_stalemate(current_colour);
}
void AIvsAIController::on_tile_selected(int, int) {}

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#pragma once
#include "../model/ais/ai.hpp"
#include "../model/utils/coords.hpp"
#include "../model/utils/move.hpp"
#include "../view/view.hpp"
#include "controller.hpp"
class AIvsAIController : public Controller {
ai::AI &p1, &p2;
protected:
void make_move(Move) override;
public:
AIvsAIController(Board, View&, ai::AI&, ai::AI&);
void on_tile_selected(int, int) override;
void start() override;
};

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#include "controller.hpp"
#include "../view/view.hpp"
Controller::Controller(Board b, View& v): board(b), view(v) {
v.set_controller(this);
}

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#pragma once
#include "../model/board/board.hpp"
class View;
class Controller {
protected:
Board board;
View& view;
virtual void make_move(Move) = 0;
public:
Controller(Board, View&);
virtual void start() = 0;
virtual void on_tile_selected(int, int) = 0;
};

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#include "human_vs_ai.hpp"
#include <algorithm>
HumanVsAIController::HumanVsAIController(Board b, View& v, ai::AI& ai)
: ManualController(b, v),
ai(ai) {}
void HumanVsAIController::on_tile_selected(int x, int y) {
Coords c{x, y};
Piece piece = board.piece_at(c);
if (selected_index == -1
|| (piece != Piece::None && piece != selected_piece
&& (piece & 0b11000) != (selected_piece & 0b11000))) {
show_legal_moves(c);
} else {
auto boh = std::find(targets.begin(), targets.end(), c.to_index());
if (boh != targets.end()) {
make_move(Move{selected_index, c.to_index()});
if (board.is_terminal())
return;
Move ai_move = ai.search(board);
make_move(ai_move);
} else
reset_selection();
}
}

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#pragma once
#include "../model/ais/ai.hpp"
#include "../view/view.hpp"
#include "manual.hpp"
class HumanVsAIController : public ManualController {
protected:
ai::AI& ai;
public:
HumanVsAIController(Board, View&, ai::AI&);
void on_tile_selected(int, int) override;
};

74
src/controller/manual.cpp Normal file
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#include "manual.hpp"
#include "../model/utils/utils.hpp"
#include <algorithm>
ManualController::ManualController(Board b, View& v): Controller(b, v) {
reset_selection();
}
void ManualController::start() {
reset_selection();
view.show();
}
void ManualController::on_tile_selected(int x, int y) {
Coords c{x, y};
Piece piece = board.piece_at(c);
if (selected_index == -1
|| (piece != Piece::None && piece != selected_piece
&& (piece & 0b11000) != (selected_piece & 0b11000))) {
show_legal_moves(c);
} else {
auto boh = std::find(targets.begin(), targets.end(), c.to_index());
if (boh != targets.end())
make_move(Move{selected_index, c.to_index()});
else
reset_selection();
}
}
void ManualController::reset_selection() {
selected_index = -1;
selected_piece = Piece::None;
targets = {};
view.update_board(board, selected_index, targets);
}
void ManualController::show_legal_moves(Coords xy) {
Colour colour = board.colour_at(xy);
if (colour) {
Colour to_play = board.white_to_play ? White : Black;
if (colour != to_play)
return;
selected_index = xy.to_index();
selected_piece = board.piece_at(xy);
targets = to_target_square(legal_moves(selected_piece, board, xy));
view.update_board(board, xy.to_index(), targets);
}
}
void ManualController::make_move(Move move) {
// handle promotion before making the move
Colour colour = board.white_to_play ? White : Black;
Coords source = Coords::from_index(move.source_square);
if (board.piece_at(move.source_square) == Piece::Pawn
&& board.colour_at(move.source_square) == White && source.y == 6) {
Piece promotion_piece = (Piece) (colour | view.ask_about_promotion());
move.promoting_to = promotion_piece;
}
std::cout << "Move made: " << move << std::endl;
board = board.make_move(move);
reset_selection();
Colour current_colour = board.white_to_play ? White : Black;
if (board.is_checkmate())
view.notify_checkmate(current_colour);
if (board.is_stalemate())
view.notify_stalemate(current_colour);
}

22
src/controller/manual.hpp Normal file
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#pragma once
#include "../model/utils/coords.hpp"
#include "../model/utils/move.hpp"
#include "../view/view.hpp"
#include "controller.hpp"
class ManualController : public Controller {
protected:
int8_t selected_index;
Piece selected_piece;
std::vector<int8_t> targets;
void reset_selection();
void show_legal_moves(Coords);
void make_move(Move) override;
public:
ManualController(Board, View&);
void on_tile_selected(int, int) override;
void start() override;
};