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