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board.cpp
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board.cpp
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#include "board.h"
PieceBoard::PieceBoard(){};
// Evaluate board position based on piece count, number of transitions, and distances from the pieces' last rows
int PieceBoard::evaluate(int color) const
{
int piecevalue = color * (2 * piececount.blackSingles + 3 * piececount.blackDoubles - 2 * piececount.whiteSingles - 3 * piececount.whiteDoubles);
int transitionvalue = transitions.at(color) - transitions.at(-color);
// Average distances from last row for each color
int distancevalue = 0;
if (color == 1)
{
int distancevalue = distances.at(color) / (piececount.whiteSingles + piececount.whiteDoubles + 1) - distances.at(-color) / (piececount.blackDoubles + piececount.blackSingles + 1);
}
else
{
int distancevalue = distances.at(color) / (piececount.blackDoubles + piececount.blackSingles + 1) - distances.at(-color) / (piececount.whiteSingles + piececount.whiteDoubles + 1);
};
return 10 * piecevalue + 6 * transitionvalue - distancevalue;
};
Board::Board(){};
// Load board from file
void Board::reset(Board savedboard)
{
turn = savedboard.turn;
state = savedboard.state;
pieceboard = savedboard.pieceboard;
initBoard();
};
// Create new board
void Board::reset()
{
turn = 1;
state = 0;
pieceboard.postocrown.clear();
newBoard();
initBoard();
};
// Initialize board and legal moves
void Board::initBoard()
{
pieceboardhistory.clear();
getPieceCount();
std::chrono::time_point<std::chrono::system_clock> start, end;
start = std::chrono::system_clock::now();
generateLegalMoves();
end = std::chrono::system_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
std::cout << "Time to create legal moves: " << duration.count() << " μs" << std::endl;
};
// Print board
void Board::printBoard() const
{
for (int row = 7; row >= 0; row--)
{
std::cout << " +---+---+---+---+---+---+---+---+" << std::endl;
std::cout << row + 1 << " ";
for (int col = 0; col < 8; col++)
{
std::cout << "|";
int pos = row * 8 + col;
if (pos == pieceboard.lastmove.from)
{
std::cout << "<";
}
else if (pos == pieceboard.lastmove.to)
{
std::cout << ">";
}
else if (pos == pieceboard.lastmove.remove)
{
std::cout << "x";
}
else
{
std::cout << " ";
};
if (pieceboard.piecemap.count(pos) > 0)
{
const Piece &piece = pieceboard.piecemap.at(pos);
switch (piece.piece)
{
case 1:
switch (piece.color)
{
case 1:
std::cout << "○";
break;
case -1:
std::cout << "●";
break;
}
break;
case 2:
switch (piece.color)
{
case 1:
std::cout << "◇";
break;
case -1:
std::cout << "◆";
break;
}
break;
};
}
else if ((row + col) % 2 != 0)
{
std::cout << "/";
}
else
{
std::cout << " ";
};
if (pos == pieceboard.lastmove.from)
{
std::cout << ">";
}
else if (pos == pieceboard.lastmove.to)
{
std::cout << "<";
}
else if (pos == pieceboard.lastmove.remove)
{
std::cout << "x";
}
else
{
std::cout << " ";
}
};
std::cout << "|" << std::endl;
};
std::cout << " +---+---+---+---+---+---+---+---+" << std::endl;
std::cout << " A B C D E F G H " << std::endl;
};
// Generate legal moves for the player in turn
void Board::generateLegalMoves()
{
possiblepieceboards.clear();
for (auto x : pieceboard.piecemap)
{
const int &pos = x.first;
const Piece &piece = x.second;
if (piece.color == turn)
{
addPieceMoves(piece, pos);
}
};
if (possiblepieceboards.size() == 0)
{
// If no moves are avilable, add impasse moves
addImpassable();
};
};
// Update board state with selected move
void Board::doMove(const PieceBoard new_pieceboard)
{
pieceboardhistory.push_back(pieceboard);
pieceboard = new_pieceboard;
turn = turn * -1;
};
// Undo last move
void Board::undoMove()
{
pieceboard = pieceboardhistory.back();
pieceboardhistory.pop_back();
turn = turn * -1;
};
// Turn single piece into double
void Board::crown(PieceBoard &pieceboard, const Piece &p, const int &pos)
{
Piece &piece = pieceboard.piecemap[pos];
switch (piece.color)
{
case 1:
pieceboard.piececount.whiteDoubles++;
pieceboard.piececount.whiteSingles--;
break;
case -1:
pieceboard.piececount.blackDoubles++;
pieceboard.piececount.blackSingles--;
break;
};
pieceboard.transitions[piece.color] ++;
piece.piece = 2;
piece.getDirection();
};
// Turn double piece into single
void Board::bearOff(PieceBoard &pieceboard, const Piece &p, const int &pos)
{
Piece &piece = pieceboard.piecemap[pos];
switch (piece.color)
{
case 1:
pieceboard.piececount.whiteDoubles--;
pieceboard.piececount.whiteSingles++;
break;
case -1:
pieceboard.piececount.blackDoubles--;
pieceboard.piececount.blackSingles++;
break;
};
piece.piece = 1;
piece.getDirection();
pieceboard.transitions[piece.color] ++;
};
// Remove / bear-off piece based on its type
void Board::remove(PieceBoard &pieceboard, const Piece &p, const int &pos)
{
switch (p.piece)
{
// Remove single
case 1:
switch (p.color)
{
case 1:
pieceboard.piececount.whiteSingles--;
break;
case -1:
pieceboard.piececount.blackSingles--;
break;
};
pieceboard.piecemap.erase(pos);
break;
// Bear-off double
case 2:
bearOff(pieceboard, p, pos);
break;
};
pieceboard.distances[p.color] -= p.distance;
// Chickendinner
if (pieceboard.piececount.whiteSingles + pieceboard.piececount.whiteDoubles == 0)
{
state = 1;
}
else if (pieceboard.piececount.blackSingles + pieceboard.piececount.blackDoubles == 0)
{
state = -1;
};
};
// Create set of singles color matching the player in turn for crowning
PosSet Board::checkSingles(const Piece &piece, const int &pos) const
{
PosSet singles;
for (auto x : pieceboard.piecemap)
{
const int &ppos = x.first;
Piece p = x.second;
if (p.piece == 1 && p.color == turn && (ppos != pos))
{
singles.insert(ppos);
};
};
return singles;
};
// Return true if transpose move is legal
bool Board::ifTransposable(const Piece &piece, const int &piecerow, const int &i, const int &topos) const
{
return (piecerow < 7 && piecerow > 0 && (i == 1 || i == -1) && pieceboard.piecemap.count(topos) > 0 && pieceboard.piecemap.at(topos).color == turn && piece.piece + pieceboard.piecemap.at(topos).piece == 3);
};
// Return true if position is empty
bool Board::ifEmptySquare(const int &pos) const
{
return pieceboard.piecemap.count(pos) == 0;
};
// Add legal moves for a piece
void Board::addPieceMoves(const Piece &piece, const int &pos)
{
int piecerow = pos / 8;
int piececol = pos % 8;
// Separate left and right search
for (int sign = 0; sign < 2; sign++)
{
int i = piece.direction;
while (piecerow + i < 8 && piecerow + i >= 0)
{
int row = piecerow + i;
int col = piececol + i * pow(-1, sign);
int topos = row * 8 + col;
if (col < 0 || col > 7)
{
break;
};
// Slide or transpose
bool transposable = ifTransposable(piece, piecerow, i, topos);
bool emptysquare = ifEmptySquare(topos);
if (emptysquare || transposable)
{
// Crowning
if (row == 0 || row == 7)
{
if (piece.piece == 1)
{
PosSet singles = checkSingles(piece, pos);
// If other single available
if (singles.size() > 0)
{
for (auto removepiecepos : singles)
{
PieceBoard new_pieceboard = pieceboard;
Piece &removepiece = new_pieceboard.piecemap.at(removepiecepos);
new_pieceboard.lastmove = Move(pos, topos, removepiecepos);
crown(new_pieceboard, piece, pos);
move(new_pieceboard, pos, topos);
remove(new_pieceboard, removepiece, removepiecepos);
possiblepieceboards.push_back(new_pieceboard);
}
}
// if no other singles available, just add as normal slide (and add to crownstack)
else
{
PieceBoard new_pieceboard = pieceboard;
new_pieceboard.lastmove = Move(pos, topos, -1);
move(new_pieceboard, pos, topos);
new_pieceboard.postocrown[turn] = topos;
possiblepieceboards.push_back(new_pieceboard);
}
}
else
{
PieceBoard new_pieceboard = pieceboard;
bearOff(new_pieceboard, piece, pos);
bool crowned = crownIf(new_pieceboard, piece, pos);
if (!crowned)
{
new_pieceboard.lastmove = Move(pos, topos, pos);
move(new_pieceboard, pos, topos);
}
else
{
new_pieceboard.lastmove = Move(pos, topos, -1);
};
possiblepieceboards.push_back(new_pieceboard);
}
}
else
{
PieceBoard new_pieceboard = pieceboard;
new_pieceboard.lastmove = Move(pos, topos, -1);
move(new_pieceboard, pos, topos);
possiblepieceboards.push_back(new_pieceboard);
};
// if it was a transpose, break loop with current sign
if (transposable)
{
break;
};
}
// If the square was not empty or transposable, break the loop
else
{
break;
};
// Otherwise increment i and continue loop with next square
i = i + piece.direction;
};
};
};
// Move piece by transposing with the target square
void Board::move(PieceBoard &pieceboard, int pos, int topos)
{
// If square is not empty, change places (in case of transpose)
if (pieceboard.piecemap.count(topos) > 0)
{
Piece topiece = pieceboard.piecemap[topos];
pieceboard.piecemap[topos] = pieceboard.piecemap.at(pos);
pieceboard.piecemap[pos] = topiece;
int distancediff = pieceboard.piecemap.at(pos).getDistance(pos);
pieceboard.distances[turn] += distancediff;
}
// Else just move the piece
else
{
pieceboard.piecemap[topos] = pieceboard.piecemap.at(pos);
pieceboard.piecemap.erase(pos);
}
int distancediff = pieceboard.piecemap.at(topos).getDistance(topos);
pieceboard.distances[turn] += distancediff;
};
// Check if there's a piece waiting to be crowned, and if so, crown it with the current piece
bool Board::crownIf(PieceBoard &pieceboard, const Piece &p, const int &pos)
{
bool crowned = false;
if (pieceboard.postocrown.count(turn) > 0)
{
const Piece &removepiece = pieceboard.piecemap.at(pos);
const int &crownpiecepos = pieceboard.postocrown.at(turn);
const Piece &crownpiece = pieceboard.piecemap.at(crownpiecepos);
crown(pieceboard, crownpiece, crownpiecepos);
pieceboard.postocrown.erase(turn);
remove(pieceboard, removepiece, pos);
crowned = true;
}
return crowned;
};
// Add all legal impasse moves
void Board::addImpassable()
{
for (auto x : pieceboard.piecemap)
{
int pos = x.first;
Piece piece = x.second;
int row = pos / 8;
int col = pos % 8;
if (piece.color == turn)
{
PieceBoard new_pieceboard = pieceboard;
// If piece is double, check if it's first row, and a single is waiting to be crowned.
// If so, in case of impasse of this double, 2 crownings are made possible.
// If not, just add the double as a normal impasse move.
if (piece.piece == 2)
{
if ((row == 0 || row == 7) && pieceboard.postocrown.count(turn) > 0)
{
int &removepiecepos = pieceboard.postocrown.at(turn);
Piece &removepiece = pieceboard.piecemap.at(removepiecepos);
remove(new_pieceboard, removepiece, removepiecepos);
new_pieceboard.postocrown.erase(turn);
crown(new_pieceboard, piece, pos);
new_pieceboard.lastmove = Move(pos, -1, removepiecepos);
possiblepieceboards.push_back(new_pieceboard);
new_pieceboard = pieceboard;
};
remove(new_pieceboard, piece, pos);
crownIf(new_pieceboard, piece, pos);
new_pieceboard.lastmove = Move(pos, -1, pos);
}
// If piece is single, no need to check for crowning, since then wouldn't be a single in the first place
else
{
remove(new_pieceboard, piece, pos);
new_pieceboard.lastmove = Move(pos, -1, pos);
};
possiblepieceboards.push_back(new_pieceboard);
};
};
};
// Create new board
void Board::newBoard()
{
pieceboard.piecemap.clear();
for (int pos = 0; pos < 64; pos++)
{
if (pos == 0 || pos == 4 || pos == 11 || pos == 15)
{
pieceboard.piecemap[pos] = Piece(1, 1, pos);
}
else if (pos == 50 || pos == 54 || pos == 57 || pos == 61)
{
pieceboard.piecemap[pos] = Piece(2, 1, pos);
}
else if (pos == 48 || pos == 52 || pos == 59 || pos == 63)
{
pieceboard.piecemap[pos] = Piece(1, -1, pos);
}
else if (pos == 2 || pos == 6 || pos == 9 || pos == 13)
{
pieceboard.piecemap[pos] = Piece(2, -1, pos);
}
};
};
// Count the number of pieces
void Board::getPieceCount()
{
for (auto x : pieceboard.piecemap)
{
const Piece &piece = x.second;
switch (piece.piece)
{
case 1:
switch (piece.color)
{
case 1:
pieceboard.piececount.whiteSingles++;
break;
case -1:
pieceboard.piececount.blackSingles++;
break;
};
break;
case 2:
switch (piece.color)
{
case 1:
pieceboard.piececount.whiteDoubles++;
break;
case -1:
pieceboard.piececount.blackDoubles++;
break;
};
break;
};
};
};