The Tile
don't know which Piece type to instantiate, this is the fundamental problem.
What about something like this? (Disclaim, I just implemented some ideas, the code need probably lot of improvements until to get to sufficient quality)
#include <array>
#include <cassert>
#include <memory>
#include <vector>
using namespace std;
class Piece;
using CPiecePtr = std::shared_ptr<const Piece>;
enum class PieceType
{
Pawn
};
class Pos
{
int m_x=0;
int m_y=0;
public:
Pos()=default;
Pos(const Pos&)=default;
Pos& operator=(const Pos&)=default;
Pos( int x, int y): m_x(x), m_y(y)
{
assert(x>=0 && x<8 && y>=0 && y<8);
}
int x() const { return m_x; }
int y() const { return m_y; }
};
class Move
{
Pos m_origin;
Pos m_destination;
public:
Move()=default;
Move(const Move&)=default;
Move& operator=(const Move&)=default;
Move( const Pos& orig, const Pos& dest): m_origin(orig), m_destination(dest){}
const Pos& getDestination() const { return m_destination; }
const Pos& getOrigin() const { return m_origin; }
};
using MoveSet = std::vector<Move>;
class Tile
{
private:
CPiecePtr m_piece;
public:
void loadTile(CPiecePtr piece)
{
m_piece = piece;
}
void unloadTile()
{
m_piece = nullptr;
}
void setPiece(CPiecePtr piece) // this is more generic than previous two functions
{
m_piece = piece;
}
CPiecePtr getPiece() const
{
return m_piece;
}
};
class Piece
{
PieceType m_type;
public:
virtual MoveSet returnPossibleMoves(const Pos&) const = 0;
Piece(): m_type(PieceType::Pawn){}
PieceType getType() const { return m_type; }
};
class Pawn : public Piece
{
public:
MoveSet returnPossibleMoves(const Pos& pos) const override
{
MoveSet moves;
moves.push_back(Move(pos, Pos(pos.x(), pos.y()+1)));
//...
//TODO how to manage special moves? King-rook, replace pawn at end line...
return moves;
}
};
class Chess
{
private:
std::array<std::array<Tile,8>,8> m_board;
std::vector<CPiecePtr> m_pieces;
public:
Chess()
{
m_pieces.push_back( std::make_shared<const Pawn>());
//...
setPieceAt(Pos(0,1), m_pieces[0]);
}
CPiecePtr getPieceAt( const Pos& pos) const
{
return m_board[pos.x()][pos.y()].getPiece();
}
void setPieceAt( const Pos& pos, CPiecePtr piece)
{
return m_board[pos.x()][pos.y()].setPiece(piece);
}
// example:
MoveSet getMoveSetForPos( const Pos& pos)
{
const auto& piecePtr = getPieceAt(pos);
if (nullptr != piecePtr)
{
return piecePtr->returnPossibleMoves(pos);
}
return {};
}
void movePiece( const Move& move)
{
const auto& prevPiece = getPieceAt(move.getOrigin());
const auto& nextPiece = getPieceAt(move.getDestination());
assert(prevPiece && !nextPiece);
setPieceAt(move.getDestination(), prevPiece);
setPieceAt(move.getOrigin(), nullptr);
}
};
int main()
{
Chess chess;
const auto& moves = chess.getMoveSetForPos(Pos(0,1));
if (moves.size()>0)
{
chess.movePiece(moves[0]);
}
assert( chess.getPieceAt(Pos(0,2))->getType() == PieceType::Pawn);
return 0;
}
EDIT: I was not very proud of the answer, so I edited the code to make it compile. However, a fully working Chess is more complex than that, I leave how to manage king-rook and other special moves to the reader.
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