162 Commits

Author SHA1 Message Date
c741044469 doc, fin
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Linux arm64 / Build (push) Successful in 34s
2025-05-18 23:30:30 +02:00
97950403a5 class documentation - a shitload of it
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Linux arm64 / Build (push) Successful in 33s
2025-05-18 20:08:22 +02:00
523eb094e1 3d promote (Fixes #14)
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Linux arm64 / Build (push) Successful in 35s
2025-05-18 12:18:09 +02:00
fd9aabb6a1 refactor dddview
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Linux arm64 / Build (push) Successful in 46s
2025-05-18 11:45:23 +02:00
1b31643f0b spawn popup at center 2025-05-18 11:45:17 +02:00
fefb826b38 free frame buffer 2025-05-18 11:37:57 +02:00
56f2aa3c56 close window on game end 2025-05-18 11:36:14 +02:00
0e8ee9eacd blocking popups 2025-05-18 11:25:10 +02:00
d3f0de81b1 remove left overs
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Linux arm64 / Build (push) Successful in 46s
2025-05-18 10:34:11 +02:00
70d7d81956 fix warnings
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Linux arm64 / Build (push) Successful in 47s
2025-05-17 18:52:45 +02:00
646eb6492e feat: working castling
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Linux arm64 / Build (push) Successful in 47s
2025-05-17 18:51:23 +02:00
01f0caf672 feat: working pgn simulation
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Linux arm64 / Build (push) Successful in 56s
2025-05-17 17:52:30 +02:00
e52988e511 disable castling buttons
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Linux arm64 / Build (push) Failing after 22s
2025-05-17 17:22:55 +02:00
6bc164937b prevent concurrent modification 2025-05-17 17:22:23 +02:00
e37da34f68 Merge pull request 'dev' (#12) from dev into main
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Linux arm64 / Build (push) Successful in 49s
Reviewed-on: #12
2025-05-17 15:05:23 +00:00
97d11f7105 suppres warning
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Linux arm64 / Build (push) Successful in 38s
2025-05-17 17:04:40 +02:00
1da185678c test: don't wait on game (when possible)
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Linux arm64 / Build (push) Successful in 38s
2025-05-17 17:03:30 +02:00
90daf662ea add CommanderSender (Fixes #9)
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Linux arm64 / Build (push) Successful in 36s
2025-05-17 16:48:04 +02:00
b33e333276 merge branch 3dunstable
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Linux arm64 / Build (push) Successful in 38s
2025-05-17 15:58:36 +02:00
17537e09c6 removes old models
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Linux arm64 / Build (push) Successful in 46s
2025-05-17 15:31:56 +02:00
c80805fc66 refactor: fbo 2025-05-17 12:38:29 +02:00
0a1582cf07 round fps 2025-05-17 12:37:57 +02:00
96945d949a remove redundant interface 2025-05-17 10:22:07 +02:00
fl.du.pr Grens
459e458028 feat: popups 2025-05-16 17:53:01 +02:00
fl.du.pr Grens
6cec5d9e31 feat: spinning turn 2025-05-16 16:20:48 +02:00
l
94870e65c2 imgui (#10)
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Reviewed-on: #10
2025-05-16 13:35:38 +00:00
9ff433c257 fix null error 2025-05-16 10:44:02 +02:00
dba8e8fb1e feat: add imgui 2025-05-16 10:41:33 +02:00
Janet-Doe
39c7ebefe6 fix coloring bug on double click 2025-05-14 16:46:12 +02:00
Janet-Doe
264391ba81 functional move in 3D view 2025-05-14 15:57:01 +02:00
Janet-Doe
ce977c3b48 debug 2025-05-14 15:56:08 +02:00
Janet-Doe
046f680937 onclick functional 2025-05-14 10:10:14 +02:00
11e6a94ed7 rules package
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Linux arm64 / Build (push) Successful in 47s
2025-05-10 18:09:45 +02:00
c1bf9bcaf9 remove PawnIdentifier 2025-05-10 18:08:55 +02:00
810a0f2159 feat: add ai castling (Fixes #4)
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Linux arm64 / Build (push) Successful in 41s
2025-05-06 17:15:55 +02:00
58f02f681c rename GameAdapter
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Linux arm64 / Build (push) Successful in 51s
2025-05-06 11:53:26 +02:00
83d5737789 You spin me right 'round, baby, right 'round 2025-05-06 09:55:48 +02:00
271ff420a2 small refactor
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Linux arm64 / Build (push) Successful in 46s
2025-05-04 11:37:15 +02:00
120de055a9 chore: bump junit version to 5.11.4 2025-05-04 10:57:05 +02:00
e391e703e1 feat: add actions
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Linux arm64 / Build (push) Successful in 1m50s
2025-05-04 10:29:29 +02:00
a595b62fca refactor misc 2025-05-03 20:49:03 +02:00
b18b53f195 feat: pgn parser 2025-05-03 20:46:20 +02:00
b2a6b23681 fix: lastmove cache bug 2025-05-03 18:36:38 +02:00
16ea1700d8 refactor: alphabeta time printing 2025-05-02 19:56:00 +02:00
64bed4ea3a refactor: add signals to alphabetaai 2025-05-02 19:47:03 +02:00
2a3ea10389 fix warnings 2025-04-30 20:43:44 +02:00
3b225d9e23 feat: add audio 2025-04-30 20:41:10 +02:00
3b38e0da1f Super IA (#5)
Reviewed-on: #5
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2025-04-30 18:28:01 +00:00
ecb0fdc623 Begin Audio (#7)
Reviewed-on: #7
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2025-04-30 18:27:30 +00:00
ffd77d9777 world: add ejectPiece 2025-04-30 19:16:27 +02:00
ec98b05d61 free opengl resources 2025-04-28 18:23:29 +02:00
0fb24263e0 camel case 2025-04-28 18:08:10 +02:00
533e6260d5 refactor movePiece 2025-04-28 18:06:37 +02:00
0c6ab1df4b add 3d position cache 2025-04-28 17:52:29 +02:00
5f70daea91 board model add constants 2025-04-28 17:32:24 +02:00
dd043794d6 add comment 2025-04-28 17:31:46 +02:00
de4ed869ea feat: change board cells color 2025-04-28 11:04:41 +02:00
b57fa1482b add small example 2025-04-27 20:18:31 +02:00
cbbce43ede raycast cursor 2025-04-27 20:12:38 +02:00
1b61eca58b models: remove uv 2025-04-27 11:02:55 +02:00
9bc09cf812 add world interface 2025-04-27 11:00:14 +02:00
c488f3b4e0 rename PieceModel 2025-04-27 10:14:05 +02:00
9f35bd3c30 opengl package 2025-04-27 10:12:52 +02:00
6ca5d1294f better light 2025-04-26 19:24:52 +02:00
b62dcffcb1 refactor 2025-04-26 18:18:27 +02:00
65c904478f enable face culling 2025-04-26 17:26:27 +02:00
f8ae19fee8 set pieces color 2025-04-26 12:35:37 +02:00
1b22de17d8 change background color 2025-04-26 12:30:29 +02:00
24104fedf5 fix pieces rotation 2025-04-26 12:23:14 +02:00
5b6fce11bc refactor board model 2025-04-26 12:20:00 +02:00
ab309ae48a fix aspectRatio 2025-04-26 12:14:22 +02:00
7af9807127 omg ça marche 2025-04-26 12:00:48 +02:00
cff2d92070 aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa 2025-04-25 17:03:28 +02:00
098b605799 yodaaaaaa 2025-04-24 11:12:53 +02:00
ce0424ff8b osekour 2025-04-22 17:05:26 +02:00
4cbad80aaf begin 3d 2025-04-22 15:02:24 +02:00
4bd16026e1 begin 3d 2025-04-22 15:02:24 +02:00
2b5c2ad663 fix gradle input 2025-04-22 14:44:57 +02:00
Janet-Doe
0e2b07741d addo en passant test 2025-04-22 14:42:13 +02:00
b83726925e fix console 2025-04-18 10:33:10 +02:00
30eb12145d add hungry ai 2025-04-17 08:53:21 +02:00
17ef882d44 remove board from constructor 2025-04-16 19:29:31 +02:00
bee5e613bb refactor dumb ai castling 2025-04-16 19:25:04 +02:00
923ace22f1 add general ai 2025-04-16 19:21:47 +02:00
78d48fafc6 swing: export game at the end 2025-04-16 18:14:15 +02:00
ae55e0d94c change draw 2025-04-16 11:25:31 +02:00
f54ddc1f59 ai castling 2025-04-16 11:25:05 +02:00
Janet-Doe
ebb013cae5 oops 2025-04-16 11:01:16 +02:00
Janet-Doe
076288a400 tests + ado equals override 2025-04-16 10:55:27 +02:00
3f06a9eb17 fix pgn 2025-04-16 10:43:56 +02:00
2502d2c5d3 fix en passant again 2025-04-16 10:43:48 +02:00
577ef0545f working pgn 2025-04-15 21:36:05 +02:00
edf95a1691 fix en passant 2025-04-15 21:33:49 +02:00
87992b181e better simulator signal 2025-04-15 18:57:45 +02:00
ae0e76a452 fix console promote 2025-04-15 18:31:09 +02:00
1a038a3de1 very basic pgn export 2025-04-14 11:56:19 +02:00
d8c927083a begin pgn 2025-04-14 11:21:30 +02:00
Janet-Doe
3bea2eeb2d working castling on console + app to play either mode 2025-04-14 11:19:45 +02:00
91678a42b2 fix undo draw check 2025-04-14 11:02:35 +02:00
07016be5d8 add castling commands 2025-04-14 10:34:54 +02:00
Janet-Doe
2578e8cf6f finished todo console 2025-04-13 17:17:34 +02:00
2271f610e7 add missing onGameEnd statement 2025-04-13 17:14:07 +02:00
8b8eb428e5 refactor draw 2025-04-13 15:58:26 +02:00
b336784a5d check draw 2025-04-13 12:57:13 +02:00
224a09c711 add simulators for testing 2025-04-13 12:30:12 +02:00
a23c334994 Command refactor 2025-04-13 12:29:47 +02:00
Janet-Doe
9f44548843 color changes in console + promotion 2025-04-13 00:56:44 +02:00
39c289cc47 better termination 2025-04-12 13:04:48 +02:00
de733fcea2 fix merge 2025-04-12 12:33:45 +02:00
ec2c1abe78 Merge remote-tracking branch 'origin/brindille' 2025-04-12 12:29:48 +02:00
7b7280d807 promote popup fix 2025-04-12 12:23:22 +02:00
d2485a4d75 thread pool + ai vs ai 2025-04-12 12:15:58 +02:00
Janet-Doe
7b04ec4e6c merge console application 2025-04-12 12:15:54 +02:00
Janet-Doe
e064902610 fixed console application
# Conflicts:
#	app/src/main/java/chess/view/consolerender/Console.java
2025-04-12 12:15:47 +02:00
acd20ef7fa GameAdaptator abstract 2025-04-12 11:20:22 +02:00
5cf00309b3 simplify mains 2025-04-12 11:20:12 +02:00
8190090adc refactor OutputSystem 2025-04-12 11:12:36 +02:00
0d3d77781f fix build 2025-04-12 10:48:47 +02:00
Janet-Doe
98b28c5fba console piece movement should work 2025-04-10 13:00:35 +02:00
17d8333342 iaaaaaaaaaaaaaa 2025-04-10 12:26:09 +02:00
3226e72d32 couleurs 2025-04-10 12:02:08 +02:00
Janet-Doe
0fbea2ca0f update colors for console version 2025-04-10 11:54:06 +02:00
Janet-Doe
746fa4d330 console 2025-04-10 11:41:47 +02:00
7aa129bbc6 fix moves preview 2025-04-10 11:07:44 +02:00
Janet-Doe
19b45371bb update color 2025-04-10 11:00:37 +02:00
4b84a30e07 osekour 2025-04-10 10:56:59 +02:00
e8e79a1e9e synchronisation 2025-04-07 12:01:51 +02:00
6584c5cb91 gradle: export runnable jar 2025-04-06 13:08:12 +02:00
58cc9f3f17 feat: asset manager 2025-04-06 12:58:47 +02:00
6eae7e386f refactor: move promote to chessboard 2025-04-06 12:43:11 +02:00
6cb1dd826f add castling + fix promote undo 2025-04-06 12:33:00 +02:00
a2224cf618 don't save failed commands 2025-04-06 11:40:24 +02:00
65362677a5 example game 2025-04-05 19:38:26 +02:00
381e5ed0b8 remove try catch 2025-04-05 19:22:15 +02:00
d94f7d733b en passant rule 2025-04-05 19:20:41 +02:00
2ec7be27ca feat: add undo 2025-04-05 10:53:41 +02:00
8c2c6946d7 remove "instanceof Pawn" 2025-04-05 10:26:47 +02:00
9af06e36f8 change project structure 2025-04-05 10:18:02 +02:00
a0af8caf57 post exec 2025-04-05 10:12:25 +02:00
63a1e261e8 add move preconditions 2025-04-04 20:57:20 +02:00
7b07423175 add CommandResult.NeedsAction 2025-04-04 20:55:46 +02:00
416cfadc9b nuke CommandResult.java 2025-04-04 20:33:24 +02:00
810934aea1 better undo 2025-04-04 20:06:32 +02:00
48a215eae5 remove game signals 2025-04-04 19:42:23 +02:00
55ef180f57 better gui interaction 2025-04-04 15:06:34 +02:00
5b006034ad undo command def 2025-04-04 14:48:48 +02:00
873ffc05d3 player command 2025-04-04 14:46:58 +02:00
55774b4605 refactor game 2025-04-03 22:15:50 +02:00
0d72e015f1 promote gui 2025-04-03 22:06:34 +02:00
927ba129f6 fix pieces pos 2025-04-03 21:18:45 +02:00
36e04376c3 add popups 2025-04-03 21:14:04 +02:00
a81da804f0 refactor game 2025-04-03 21:02:04 +02:00
9179b3cda9 promote not that uggly 2025-04-02 17:19:26 +02:00
97cafb903a juste better 2025-04-02 10:54:14 +02:00
1b9ff5bdd1 lots of things 2025-04-01 23:11:41 +02:00
2c6b64fa7d pretty cool 2025-03-31 22:28:08 +02:00
5598d4f5eb ignore class files 2025-03-28 08:59:05 +01:00
dcdf118274 init board cells 2025-03-25 22:37:31 +01:00
0bef89c46f basic model 2025-03-25 22:36:28 +01:00
dc2ea660ff optimize shader 2025-03-20 14:44:06 +01:00
b98e1aaade change window title 2025-03-20 14:42:46 +01:00
0c35c38ccd small refactor 2025-03-20 14:40:32 +01:00
133 changed files with 7562 additions and 1045 deletions

4
.gitattributes vendored
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@@ -3,7 +3,7 @@
#
# Linux start script should use lf
/gradlew text eol=lf
# These are Windows script files and should use crlf
*.bat text eol=crlf
*.glb filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text

25
.github/workflows/build.yml vendored Normal file
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@@ -0,0 +1,25 @@
name: Linux arm64
run-name: Build And Test
on: [push]
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v4
- uses: actions/setup-java@v4
with:
distribution: 'temurin'
java-version: '21'
- name: Setup Gradle
uses: gradle/actions/setup-gradle@v4
- name: Build with Gradle
run: ./gradlew assemble
- name: Test
run: ./gradlew test

7
.gitignore vendored
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@@ -4,4 +4,9 @@
# Ignore Gradle build output directory
build
app/bin
app/bin
.vscode
*.wav
imgui.ini

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@@ -16,8 +16,10 @@ repositories {
mavenCentral()
}
def os = "linux";
def lwjgl_version = "3.3.6"
def lwjgl_natives = "natives-windows"
def lwjgl_natives = "natives-$os"
def imgui_version = "1.87.0"
dependencies {
// Use JUnit Jupiter for testing.
@@ -26,16 +28,33 @@ dependencies {
implementation "org.lwjgl:lwjgl:$lwjgl_version"
implementation "org.lwjgl:lwjgl-opengl:$lwjgl_version"
implementation "org.lwjgl:lwjgl-glfw:$lwjgl_version"
implementation "org.lwjgl:lwjgl-assimp:$lwjgl_version"
implementation "org.joml:joml:1.10.8"
implementation "org.lwjgl:lwjgl::$lwjgl_natives"
implementation "org.lwjgl:lwjgl-opengl::$lwjgl_natives"
implementation "org.lwjgl:lwjgl-glfw::$lwjgl_natives"
implementation "org.lwjgl:lwjgl-assimp::$lwjgl_natives"
implementation "io.github.spair:imgui-java-binding:$imgui_version"
implementation "io.github.spair:imgui-java-natives-$os:$imgui_version"
implementation "io.github.spair:imgui-java-app:$imgui_version"
}
application {
// Define the main class for the application.
mainClass = "chess.App"
applicationName = "3DChess"
}
jar {
manifest {
attributes 'Main-Class': application.mainClass
}
}
run {
standardInput = System.in
}
tasks.named('test') {

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@@ -1,16 +1,42 @@
/*
* This Java source file was generated by the Gradle 'init' task.
*/
package chess;
import chess.view.render2D.Window;
import java.util.Scanner;
import chess.view.consolerender.Colors;
/**
* Main class of the chess game. Asks the user for the version to use and runs the according main.
* @author Grenier Lilas
* @author Pribylski Simon
* @see ConsoleMain
* @see SwingMain
* @see OpenGLMain
*/
public class App {
public String getGreeting() {
return "Hello World!";
}
public static void main(String[] args) {
Window.main(args);
System.out.println(Colors.RED + "Credits: Grenier Lilas, Pribylski Simon." + Colors.RESET);
System.out.println("""
Pick the version to use:
1 - Console
2 - Window
3 - 3D.""");
Scanner scan = new Scanner(System.in);
String line = scan.nextLine();
scan.close();
switch (line) {
case "1", "Console", "console":
ConsoleMain.main(args);
break;
case "2", "Window", "window":
SwingMain.main(args);
break;
case "3", "3D", "3d":
OpenGLMain.main(args);
break;
default:
System.out.println("Invalid input");
break;
}
}
}

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@@ -0,0 +1,24 @@
/*
* This Java source file was generated by the Gradle 'init' task.
*/
package chess;
/**
* Main class for the console version of the game.
*/
import chess.controller.CommandExecutor;
import chess.controller.commands.NewGameCommand;
import chess.model.Game;
import chess.view.consolerender.Console;
public class ConsoleMain {
public static void main(String[] args) {
Game game = new Game();
CommandExecutor commandExecutor = new CommandExecutor(game);
Console console = new Console(commandExecutor);
commandExecutor.addListener(console);
commandExecutor.executeCommand(new NewGameCommand());
}
}

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@@ -0,0 +1,29 @@
package chess;
import chess.controller.CommandExecutor;
import chess.controller.commands.NewGameCommand;
import chess.model.Game;
import chess.pgn.PgnFileSimulator;
import chess.view.DDDrender.DDDView;
/**
* Main class for the 3D Window version of the game.
*/
public class OpenGLMain {
public static void main(String[] args) {
Game game = new Game();
CommandExecutor commandExecutor = new CommandExecutor(game);
PgnFileSimulator fileSimulator = new PgnFileSimulator(commandExecutor, "games/PromoteTest.pgn");
DDDView ddd = new DDDView(commandExecutor);
commandExecutor.addListener(ddd);
commandExecutor.addListener(fileSimulator);
commandExecutor.executeCommand(new NewGameCommand());
ddd.run();
commandExecutor.close();
}
}

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@@ -0,0 +1,48 @@
package chess;
import chess.ai.ais.AlphaBetaAI;
import chess.ai.alphabeta.AlphaBetaConsolePrinter;
import chess.controller.CommandExecutor;
import chess.controller.commands.NewGameCommand;
import chess.controller.event.GameAdapter;
import chess.model.Color;
import chess.model.Game;
import chess.pgn.PgnExport;
import chess.view.audio.GameAudio;
import chess.view.simplerender.Window;
/**
* Main class for the 2D window version of the game.
*/
public class SwingMain {
public static void main(String[] args) {
Game game = new Game();
CommandExecutor commandExecutor = new CommandExecutor(game);
Window window = new Window(commandExecutor, true);
commandExecutor.addListener(window);
AlphaBetaAI ai = new AlphaBetaAI(commandExecutor, Color.Black, 5);
commandExecutor.addListener(ai);
AlphaBetaConsolePrinter aiResults = new AlphaBetaConsolePrinter(ai);
aiResults.connect();
// AI ai2 = new AlphaBetaAI(commandExecutor, Color.White, 5);
// commandExecutor.addListener(ai2);
// Window window2 = new Window(ai2.getSimulation(), false);
// ai2.getSimulation().addListener(window2);
commandExecutor.addListener(new GameAdapter(){
@Override
public void onGameEnd() {
System.out.println(PgnExport.exportGame(game));
}
});
commandExecutor.addListener(new GameAudio());
commandExecutor.executeCommand(new NewGameCommand());
}
}

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@@ -0,0 +1,41 @@
package chess.ai;
import java.util.List;
import chess.ai.actions.AIAction;
import chess.ai.actions.AIActions;
import chess.controller.CommandExecutor;
import chess.controller.event.GameAdapter;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Piece;
/**
* Abstract class, used to code bots.
*/
public abstract class AI extends GameAdapter implements AIActions {
protected final CommandExecutor commandExecutor;
protected final Color color;
public AI(CommandExecutor commandExecutor, Color color) {
this.commandExecutor = commandExecutor;
this.color = color;
}
protected abstract void play();
@Override
public void onPlayerTurn(Color color, boolean undone) {
if (this.color != color || undone)
return;
play();
}
@Override
public CommandExecutor getCommandExecutor() {
return this.commandExecutor;
}
}

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@@ -0,0 +1,83 @@
package chess.ai;
import java.util.List;
import chess.ai.actions.AIAction;
import chess.ai.actions.AIActions;
import chess.controller.CommandExecutor;
import chess.controller.CommandSender;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.controller.event.EmptyGameDispatcher;
import chess.controller.event.GameAdapter;
import chess.model.ChessBoard;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Move;
import chess.model.LightGame;
/**
* Emulates the moves of a bot on a secondary board.
*/
public class GameSimulation extends GameAdapter implements AIActions {
private final CommandExecutor simulation;
private final Game gameSimulation;
public GameSimulation() {
this.gameSimulation = new LightGame();
this.simulation = new CommandExecutor(gameSimulation, new EmptyGameDispatcher());
}
@Override
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
sendPawnPromotion(promotion);
}
@Override
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
if (bigCastling)
sendBigCastling();
else
sendCastling();
}
@Override
public void onMove(Move move, boolean captured) {
sendMove(move);
}
@Override
public void onGameStart() {
sendStartGame();
}
@Override
public void onPlayerTurn(Color color, boolean undone) {
if (undone)
sendUndo();
}
@Override
public CommandExecutor getCommandExecutor() {
return simulation;
}
public Game getGame() {
return gameSimulation;
}
public ChessBoard getBoard() {
return this.gameSimulation.getBoard();
}
public Color getPlayerTurn() {
return this.gameSimulation.getPlayerTurn();
}
public void close() {
this.simulation.close();
}
}

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package chess.ai;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
/**
* Evaluate the cost of pieces for AI algorithm.
*/
public class PieceCost implements PieceVisitor<Float> {
private final Color player;
public static final float BISHOP = 30;
public static final float KING = 900;
public static final float KNIGHT = 30;
public static final float PAWN = 10;
public static final float QUEEN = 90;
public static final float ROOK = 50;
public PieceCost(Color color) {
this.player = color;
}
public float getCost(Piece piece) {
if (piece == null)
return 0;
float cost = visit(piece);
if (piece.getColor() != player)
cost = -cost;
return cost;
}
@Override
public Float visitPiece(Bishop bishop) {
return BISHOP;
}
@Override
public Float visitPiece(King king) {
return KING;
}
@Override
public Float visitPiece(Knight knight) {
return KNIGHT;
}
@Override
public Float visitPiece(Pawn pawn) {
return PAWN;
}
@Override
public Float visitPiece(Queen queen) {
return QUEEN;
}
@Override
public Float visitPiece(Rook rook) {
return ROOK;
}
}

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package chess.ai;
import java.util.Arrays;
import java.util.List;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Piece;
import chess.model.PieceVisitor;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
public class PiecePosCost implements PieceVisitor<List<Float>> {
/**
* Evaluate the cost of position for AI algorithm.
*/
private final Color color;
private static final List<Float> BISHOP = Arrays.asList(
-2.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -2.0f,
-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-1.0f, 0.0f, 0.5f, 1.0f, 1.0f, 0.5f, 0.0f, -1.0f,
-1.0f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -1.0f,
-1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
-1.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.0f,
-2.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -2.0f);
private static final List<Float> KING = Arrays.asList(
-3.0f, -4.0f, -4.0f, -5.0f, -5.0f, -4.0f, -4.0f, -3.0f,
-3.0f, -4.0f, -4.0f, -5.0f, -5.0f, -4.0f, -4.0f, -3.0f,
-3.0f, -4.0f, -4.0f, -5.0f, -5.0f, -4.0f, -4.0f, -3.0f,
-3.0f, -4.0f, -4.0f, -5.0f, -5.0f, -4.0f, -4.0f, -3.0f,
-2.0f, -3.0f, -3.0f, -4.0f, -4.0f, -3.0f, -3.0f, -2.0f,
-1.0f, -2.0f, -2.0f, -2.0f, -2.0f, -2.0f, -2.0f, -1.0f,
2.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 2.0f,
2.0f, 3.0f, 1.0f, 0.0f, 0.0f, 1.0f, 3.0f, 2.0f);
private static final List<Float> KNIGHT = Arrays.asList(
-5.0f, -4.0f, -3.0f, -3.0f, -3.0f, -3.0f, -4.0f, -5.0f,
-4.0f, -2.0f, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f, -4.0f,
-3.0f, 0.0f, 1.0f, 1.5f, 1.5f, 1.0f, 0.0f, -3.0f,
-3.0f, 0.5f, 1.5f, 2.0f, 2.0f, 1.5f, 0.5f, -3.0f,
-3.0f, 0.0f, 1.5f, 2.0f, 2.0f, 1.5f, 0.0f, -3.0f,
-3.0f, 0.5f, 1.0f, 1.5f, 1.5f, 1.0f, 0.5f, -3.0f,
-4.0f, -2.0f, 0.0f, 0.5f, 0.5f, 0.0f, -2.0f, -4.0f,
-5.0f, -4.0f, -3.0f, -3.0f, -3.0f, -3.0f, -4.0f, -5.0f);
private static final List<Float> PAWN = Arrays.asList(
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
5.0f, 5.0f, 5.0f, 5.0f, 5.0f, 5.0f, 5.0f, 5.0f,
1.0f, 1.0f, 2.0f, 3.0f, 3.0f, 2.0f, 1.0f, 1.0f,
0.5f, 0.5f, 1.0f, 2.5f, 2.5f, 1.0f, 0.5f, 0.5f,
0.0f, 0.0f, 1.0f, 2.0f, 2.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f,
0.5f, 1.0f, 1.0f, -2.0f, -2.0f, 1.0f, 1.0f, 0.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
private static final List<Float> QUEEN = Arrays.asList(
-2.0f, -1.0f, -1.0f, -0.5f, -0.5f, -1.0f, -1.0f, -2.0f,
-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.0f, -1.0f,
-0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.0f, -0.5f,
0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.0f, -0.5f,
-1.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.0f, -1.0f,
-1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-2.0f, -1.0f, -1.0f, -0.5f, -0.5f, -1.0f, -1.0f, -2.0f);
private static final List<Float> ROOK = Arrays.asList(
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f,
-0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f,
-0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f,
-0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f,
-0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f,
-0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f,
0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f);
public PiecePosCost(Color color) {
this.color = color;
}
public float getEvaluation(Piece piece, Coordinate coordinate) {
if (piece == null)
return 0;
List<Float> positions = visit(piece);
int x = piece.getColor() == Color.Black ? (Coordinate.VALUE_MAX - 1 - coordinate.getX()) : coordinate.getX();
int y = piece.getColor() == Color.Black ? (Coordinate.VALUE_MAX - 1 - coordinate.getY()) : coordinate.getY();
Coordinate newCoords = new Coordinate(x, y);
assert newCoords.isValid();
float result = positions.get(newCoords.toIndex());
if (piece.getColor() != color)
return -result;
return result;
}
@Override
public List<Float> visitPiece(Bishop bishop) {
return BISHOP;
}
@Override
public List<Float> visitPiece(King king) {
return KING;
}
@Override
public List<Float> visitPiece(Knight knight) {
return KNIGHT;
}
@Override
public List<Float> visitPiece(Pawn pawn) {
return PAWN;
}
@Override
public List<Float> visitPiece(Queen queen) {
return QUEEN;
}
@Override
public List<Float> visitPiece(Rook rook) {
return ROOK;
}
}

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package chess.ai.actions;
import chess.controller.CommandExecutor;
import chess.controller.CommandSender;
import chess.controller.commands.UndoCommand;
/**
* Abstract class, manage the possible actions of a bot.
*/
public abstract class AIAction implements CommandSender {
private final CommandExecutor commandExecutor;
public AIAction(CommandExecutor commandExecutor) {
this.commandExecutor = commandExecutor;
}
@Override
public CommandExecutor getCommandExecutor() {
return this.commandExecutor;
}
public void undoAction(CommandExecutor commandExecutor) {
sendCommand(new UndoCommand(), commandExecutor);
}
public void undoAction() {
undoAction(this.commandExecutor);
}
public void applyAction() {
applyAction(this.commandExecutor);
}
public abstract void applyAction(CommandExecutor commandExecutor);
}

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package chess.ai.actions;
import chess.controller.CommandExecutor;
import chess.controller.commands.CastlingCommand;
/**
* Manage the transition between model and bots when it comes to Castling command.
*/
public class AIActionCastling extends AIAction{
private final boolean bigCastling;
public AIActionCastling(CommandExecutor commandExecutor, boolean bigCastling) {
super(commandExecutor);
this.bigCastling = bigCastling;
}
@Override
public void applyAction(CommandExecutor commandExecutor) {
sendCommand(new CastlingCommand(this.bigCastling), commandExecutor);
}
}

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package chess.ai.actions;
import chess.controller.CommandExecutor;
import chess.controller.commands.MoveCommand;
import chess.model.Move;
/**
* Manage the transition between model and bots when it comes to Move command.
*/
public class AIActionMove extends AIAction{
private final Move move;
public AIActionMove(CommandExecutor commandExecutor, Move move) {
super(commandExecutor);
this.move = move;
}
public Move getMove() {
return move;
}
@Override
public void applyAction(CommandExecutor commandExecutor) {
sendCommand(new MoveCommand(move), commandExecutor);
}
}

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package chess.ai.actions;
import chess.controller.CommandExecutor;
import chess.controller.commands.MoveCommand;
import chess.controller.commands.PromoteCommand;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.model.Move;
/**
* Manage the transition between model and bots when it comes to Move and Promotion command.
*/
public class AIActionMoveAndPromote extends AIAction{
private final Move move;
private final PromoteType promoteType;
public AIActionMoveAndPromote(CommandExecutor commandExecutor, Move move, PromoteType promoteType) {
super(commandExecutor);
this.move = move;
this.promoteType = promoteType;
}
@Override
public void applyAction(CommandExecutor commandExecutor) {
sendCommand(new MoveCommand(move), commandExecutor);
sendCommand(new PromoteCommand(promoteType), commandExecutor);
}
}

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package chess.ai.actions;
import java.util.ArrayList;
import java.util.List;
import chess.controller.Command;
import chess.controller.CommandSender;
import chess.controller.Command.CommandResult;
import chess.controller.CommandExecutor;
import chess.controller.commands.GetAllowedCastlingsCommand;
import chess.controller.commands.GetAllowedCastlingsCommand.CastlingResult;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.controller.commands.GetPieceAtCommand;
import chess.controller.commands.GetPlayerMovesCommand;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
import chess.model.Piece;
import chess.model.pieces.Pawn;
/**
* Search and compiles the different actions possible to a bot.
*/
public interface AIActions extends CommandSender {
default List<AIAction> getAllowedActions() {
List<Move> moves = getPlayerMoves();
CastlingResult castlingResult = getAllowedCastlings();
List<AIAction> actions = new ArrayList<>(moves.size() + 10);
for (Move move : moves) {
Piece movingPiece = getPieceAt(move.getStart());
if (movingPiece instanceof Pawn) {
int enemyLineY = movingPiece.getColor() == Color.White ? 0 : 7;
if (move.getFinish().getY() == enemyLineY) {
PromoteType[] promotes = PromoteType.values();
for (PromoteType promote : promotes) {
actions.add(new AIActionMoveAndPromote(getCommandExecutor(), move, promote));
}
continue;
}
}
actions.add(new AIActionMove(getCommandExecutor(), move));
}
switch (castlingResult) {
case Both:
actions.add(new AIActionCastling(getCommandExecutor(), true));
actions.add(new AIActionCastling(getCommandExecutor(), false));
break;
case Small:
actions.add(new AIActionCastling(getCommandExecutor(), false));
break;
case Big:
actions.add(new AIActionCastling(getCommandExecutor(), true));
break;
case None:
break;
}
return actions;
}
}

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package chess.ai.ais;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import chess.ai.*;
import chess.ai.actions.*;
import chess.ai.alphabeta.*;
import chess.controller.CommandExecutor;
import chess.model.Color;
import common.Signal1;
/**
* Extends AI. Bot based on the alpha-beta method of resolution.
*/
public class AlphaBetaAI extends AI {
private final int searchDepth;
private static final float MAX_FLOAT = Float.MAX_VALUE;
private static final float MIN_FLOAT = -MAX_FLOAT;
private final ExecutorService threadPool;
public final Signal1<Integer> onStartEval = new Signal1<>();
public final Signal1<Float> onCompleteEval = new Signal1<>();
public final Signal1<Float> onProgress = new Signal1<>();
public AlphaBetaAI(CommandExecutor commandExecutor, Color color, int searchDepth) {
super(commandExecutor, color);
this.searchDepth = searchDepth;
int threadCount = Runtime.getRuntime().availableProcessors();
this.threadPool = Executors.newFixedThreadPool(threadCount,
new AlphaBetaThreadCreator(commandExecutor, color, threadCount));
}
private AIAction getBestMove() {
List<AIAction> actions = getAllowedActions();
List<Future<Float>> moveEvaluations = new ArrayList<>(actions.size());
float bestMoveValue = MIN_FLOAT;
AIAction bestMove = null;
this.onStartEval.emit(actions.size());
for (AIAction action : actions) {
moveEvaluations.add(this.threadPool.submit(() -> {
return AlphaBetaThreadCreator.getMoveValue(action, this.searchDepth);
}));
}
for (int i = 0; i < actions.size(); i++) {
this.onProgress.emit((float) i / (float) actions.size());
AIAction action = actions.get(i);
float value = MIN_FLOAT;
try {
value = moveEvaluations.get(i).get();
} catch (InterruptedException | ExecutionException e) {
e.printStackTrace();
}
if (value > bestMoveValue) {
bestMoveValue = value;
bestMove = action;
}
}
this.onCompleteEval.emit(bestMoveValue);
return bestMove;
}
@Override
public void onGameEnd() {
this.threadPool.close();
}
@Override
protected void play() {
AIAction move = getBestMove();
move.applyAction();
}
@Override
public CommandExecutor getCommandExecutor() {
return super.getCommandExecutor();
}
}

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package chess.ai.ais;
import java.util.List;
import java.util.Random;
import chess.ai.*;
import chess.ai.actions.AIAction;
import chess.controller.CommandExecutor;
import chess.model.Color;
/**
* Bot, takes a random decision among his possible moves.
*/
public class DumbAI extends AI {
private final Random random = new Random();
public DumbAI(CommandExecutor commandExecutor, Color color) {
super(commandExecutor, color);
}
@Override
protected void play() {
List<AIAction> actions = getAllowedActions();
int randomAction = this.random.nextInt(actions.size());
actions.get(randomAction).applyAction();
}
}

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package chess.ai.ais;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import chess.ai.actions.AIAction;
import chess.ai.actions.AIActionMove;
import chess.controller.CommandExecutor;
import chess.model.Color;
import chess.model.Move;
import chess.model.Piece;
import chess.ai.*;
import chess.ai.actions.*;
import chess.ai.actions.AIActions;
/**
* Bot, takes the optimal piece when possible, or make a random move if no piece can be taken during the turn.
* @see PieceCost
* @see PiecePosCost
*/
public class HungryAI extends AI {
private final PieceCost pieceCost;
private final Random random;
public HungryAI(CommandExecutor commandExecutor, Color color) {
super(commandExecutor, color);
this.pieceCost = new PieceCost(color);
this.random = new Random();
}
private int getMoveCost(Move move) {
Piece piece = getPieceAt(move.getDeadPieceCoords());
return -(int) pieceCost.getCost(piece);
}
private List<AIAction> getBestMoves() {
List<AIAction> actions = getAllowedActions();
List<AIAction> bestMoves = new ArrayList<>();
int bestCost = 0;
for (AIAction action : actions) {
if (action instanceof AIActionMove move) {
int moveCost = getMoveCost(move.getMove());
if (moveCost == bestCost) {
bestMoves.add(move);
} else if (moveCost > bestCost) {
bestMoves.clear();
bestMoves.add(move);
bestCost = moveCost;
}
}
}
return bestMoves;
}
@Override
protected void play() {
List<AIAction> bestMoves = getBestMoves();
bestMoves.get(this.random.nextInt(bestMoves.size())).applyAction();
}
}

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package chess.ai.alphabeta;
import chess.ai.ais.AlphaBetaAI;
/**
* Print the action of an alpha-beta bot on the console.
* @see AlphaBetaAI
*/
public class AlphaBetaConsolePrinter {
private final AlphaBetaAI ai;
private long lastTime;
public void connect() {
ai.onStartEval.connect((moveCount) -> {
this.lastTime = System.currentTimeMillis();
System.out.println("Evaluating " + moveCount + " moves ...");
});
ai.onProgress.connect((progress) -> {
System.out.printf("Progress : %.2f %% \r", progress * 100.0f);
});
ai.onCompleteEval.connect((bestMove) -> {
System.out.println("Best move : " + bestMove + " ");
System.out.println("Took " + (System.currentTimeMillis() - this.lastTime) + "ms");
});
}
public AlphaBetaConsolePrinter(AlphaBetaAI ai) {
this.ai = ai;
}
}

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package chess.ai.alphabeta;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import chess.ai.GameSimulation;
import chess.ai.PieceCost;
import chess.ai.PiecePosCost;
import chess.ai.actions.AIAction;
import chess.model.ChessBoard;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Piece;
/**
* Manage the threads for an alpha-beta bot.
* @see AlphaBetaAI
*/
public class AlphaBetaThread extends Thread {
private final GameSimulation simulation;
private final PieceCost pieceCost;
private final PiecePosCost piecePosCost;
private static final int GREAT_MOVE = 9999;
private static final float MAX_FLOAT = Float.MAX_VALUE;
private static final float MIN_FLOAT = -MAX_FLOAT;
public AlphaBetaThread(Runnable task, GameSimulation simulation, Color color) {
super(task);
this.simulation = simulation;
this.pieceCost = new PieceCost(color);
this.piecePosCost = new PiecePosCost(color);
}
private float getEndGameEvaluation() {
Color currentTurn = this.simulation.getPlayerTurn();
if (this.simulation.getBoard().isKingInCheck(currentTurn))
return GREAT_MOVE;
return getBoardEvaluation() - PieceCost.PAWN;
}
private float getBoardEvaluation() {
final ChessBoard board = this.simulation.getBoard();
float result = 0;
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Coordinate coordinate = new Coordinate(i, j);
Piece piece = board.pieceAt(coordinate);
result += pieceCost.getCost(piece) + piecePosCost.getEvaluation(piece, coordinate);
}
}
return result;
}
public float getMoveValue(AIAction move, int searchDepth) {
move.applyAction(this.simulation.getCommandExecutor());
float value = -negaMax(searchDepth - 1, MIN_FLOAT, MAX_FLOAT);
move.undoAction(this.simulation.getCommandExecutor());
return value;
}
private float negaMax(int depth, float alpha, float beta) {
float value = MIN_FLOAT;
List<AIAction> moves = this.simulation.getAllowedActions();
if (moves.isEmpty())
return -getEndGameEvaluation();
List<Entry<AIAction, Float>> movesCost = new ArrayList<>(moves.size());
for (AIAction move : moves) {
move.applyAction();
movesCost.add(Map.entry(move, -getBoardEvaluation()));
move.undoAction();
}
Collections.sort(movesCost, (first, second) -> {
return Float.compare(first.getValue(), second.getValue());
});
if (depth == 1)
return -movesCost.getFirst().getValue();
for (var moveEntry : movesCost) {
AIAction move = moveEntry.getKey();
move.applyAction();
value = Float.max(value, -negaMax(depth - 1, -beta, -alpha));
move.undoAction();
alpha = Float.max(alpha, value);
if (alpha >= beta)
return value;
}
return value;
}
public GameSimulation getSimulation() {
return simulation;
}
}

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package chess.ai.alphabeta;
import java.util.concurrent.ThreadFactory;
import chess.ai.GameSimulation;
import chess.ai.actions.AIAction;
import chess.controller.CommandExecutor;
import chess.model.Color;
/**
* Create the threads for an alpha-beta bot.
* @see AlphaBetaAI
*/
public class AlphaBetaThreadCreator implements ThreadFactory{
private final Color color;
private final GameSimulation simulations[];
private int currentThread = 0;
public AlphaBetaThreadCreator(CommandExecutor commandExecutor, Color color, int threadCount) {
this.color = color;
simulations = new GameSimulation[threadCount];
for (int i = 0; i < threadCount; i++) {
simulations[i] = new GameSimulation();
commandExecutor.addListener(simulations[i]);
}
}
public static float getMoveValue(AIAction move, int searchDepth) {
AlphaBetaThread t = (AlphaBetaThread) Thread.currentThread();
return t.getMoveValue(move, searchDepth);
}
@Override
public Thread newThread(Runnable r) {
AlphaBetaThread t = new AlphaBetaThread(r, simulations[currentThread], color);
currentThread++;
return t;
}
}

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package chess.controller;
import chess.controller.event.GameListener;
import chess.model.Game;
/**
* Abstract class, manage the execution and results of commands.
*/
public abstract class Command {
public enum CommandResult {
/**
* The command was successful. Should update display and switch player turn.
*/
Moved,
/** The command was successful. Should not update anything */
NotMoved,
/** The command was successful. Should only update display */
ActionNeeded,
/** The command was not successful */
NotAllowed;
}
public abstract CommandResult execute(Game game, GameListener outputSystem);
}

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package chess.controller;
import java.util.List;
import chess.controller.Command.CommandResult;
import chess.controller.commands.UndoCommand;
import chess.controller.event.AsyncGameDispatcher;
import chess.controller.event.GameDispatcher;
import chess.controller.event.GameListener;
import chess.model.Game;
import chess.model.Game.GameStatus;
/**
* Execute commands.
*/
public class CommandExecutor {
private Game game;
private final GameDispatcher dispatcher;
public CommandExecutor() {
this(null);
}
public CommandExecutor(Game game) {
this(game, new AsyncGameDispatcher());
}
public CommandExecutor(Game game, GameDispatcher dispatcher) {
this.game = game;
this.dispatcher = dispatcher;
}
public synchronized CommandResult executeCommand(Command command) {
assert this.game != null : "No input game specified !";
CommandResult result = command.execute(this.game, this.dispatcher);
// non player commands are not supposed to return move result
assert result != CommandResult.Moved || command instanceof PlayerCommand || command instanceof UndoCommand;
processResult(command, result);
if (command instanceof PlayerCommand playerCommand && result != CommandResult.NotAllowed)
this.game.addAction(playerCommand);
return result;
}
public void executeCommands(List<? extends Command> commands) {
for (Command command : commands) {
CommandResult result = executeCommand(command);
assert result != CommandResult.NotAllowed;
}
}
private void processResult(Command command, CommandResult result) {
switch (result) {
case NotAllowed:
case NotMoved:
return;
case ActionNeeded:
this.dispatcher.onBoardUpdate();
return;
case Moved:
boolean notifyPlayerTurn = true;
this.dispatcher.onBoardUpdate();
if (!(command instanceof UndoCommand) && checkGameStatus()) {
this.dispatcher.onGameEnd();
notifyPlayerTurn = false;
}
switchPlayerTurn(command instanceof UndoCommand, notifyPlayerTurn);
return;
}
}
private void switchPlayerTurn(boolean undone, boolean notifyPlayerTurn) {
this.game.switchPlayerTurn();
if (notifyPlayerTurn)
this.dispatcher.onPlayerTurn(this.game.getPlayerTurn(), undone);
}
/**
*
* @return True if the game is over
*/
private boolean checkGameStatus() {
GameStatus gameStatus = this.game.checkGameStatus();
switch (gameStatus) {
case Draw:
this.dispatcher.onDraw();
return true;
case Check:
this.dispatcher.onKingInCheck();
return false;
case CheckMate:
this.dispatcher.onKingInMat();
this.dispatcher.onWin(this.game.getPlayerTurn());
return true;
case OnGoing:
return false;
case Pat:
this.dispatcher.onPatSituation();
return true;
}
return false;
}
public void addListener(GameListener listener) {
this.dispatcher.addListener(listener);
}
public void setGame(Game game) {
this.game = game;
}
public void close() {
this.dispatcher.close();
}
}

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package chess.controller;
import java.util.List;
import chess.controller.Command.CommandResult;
import chess.controller.commands.CastlingCommand;
import chess.controller.commands.GetAllowedCastlingsCommand;
import chess.controller.commands.GetAllowedMovesPieceCommand;
import chess.controller.commands.GetPieceAtCommand;
import chess.controller.commands.GetPlayerMovesCommand;
import chess.controller.commands.MoveCommand;
import chess.controller.commands.NewGameCommand;
import chess.controller.commands.PromoteCommand;
import chess.controller.commands.SurrenderCommand;
import chess.controller.commands.UndoCommand;
import chess.controller.commands.GetAllowedCastlingsCommand.CastlingResult;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
import chess.model.Piece;
/**
* Interface for sending commands to the game, make long string of commands easier.
*/
public interface CommandSender {
CommandExecutor getCommandExecutor();
default CommandResult sendCommand(Command cmd, CommandExecutor commandExecutor) {
CommandResult result = commandExecutor.executeCommand(cmd);
if (result == CommandResult.NotAllowed) {
// maybe do something
}
return result;
}
default CommandResult sendCommand(Command cmd) {
return sendCommand(cmd, getCommandExecutor());
}
// inputs
default CastlingResult getAllowedCastlings() {
GetAllowedCastlingsCommand cmd = new GetAllowedCastlingsCommand();
sendCommand(cmd);
return cmd.getCastlingResult();
}
default boolean canDoCastling() {
CastlingResult castlings = getAllowedCastlings();
return castlings == CastlingResult.Both || castlings == CastlingResult.Small;
}
default boolean canDoBigCastling() {
CastlingResult castlings = getAllowedCastlings();
return castlings == CastlingResult.Both || castlings == CastlingResult.Big;
}
default Piece getPieceAt(int x, int y) {
return getPieceAt(new Coordinate(x, y));
}
default Piece getPieceAt(Coordinate coordinate) {
GetPieceAtCommand cmd = new GetPieceAtCommand(coordinate);
sendCommand(cmd);
return cmd.getPiece();
}
default boolean isCellEmpty(int x, int y) {
return getPieceAt(x, y) == null;
}
default List<Move> getPlayerMoves() {
GetPlayerMovesCommand cmd = new GetPlayerMovesCommand();
sendCommand(cmd);
return cmd.getMoves();
}
default List<Coordinate> getPieceAllowedMoves(Coordinate piecePos) {
GetAllowedMovesPieceCommand cmd = new GetAllowedMovesPieceCommand(piecePos);
sendCommand(cmd);
return cmd.getDestinations();
}
// outputs
default CommandResult sendCastling() {
return sendCommand(new CastlingCommand(false));
}
default CommandResult sendBigCastling() {
return sendCommand(new CastlingCommand(true));
}
default CommandResult sendMove(Move move) {
return sendCommand(new MoveCommand(move));
}
default CommandResult sendStartGame() {
return sendCommand(new NewGameCommand());
}
default CommandResult sendPawnPromotion(PromoteType promote) {
return sendCommand(new PromoteCommand(promote));
}
default CommandResult sendSurrender(Color player) {
return sendCommand(new SurrenderCommand(player));
}
default CommandResult sendUndo() {
return sendCommand(new UndoCommand());
}
}

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package chess.controller;
import chess.model.Coordinates;
import chess.model.Game;
import chess.model.Move;
import chess.view.render2D.Window;
public class Controller {
private final Game game;
private final Window view;
public Controller(Game game, Window view) {
this.game = game;
this.view = view;
}
/**
*
* @param from Coordinates: old coordinates
* @param to Coordinates: new coordinates
*/
public void sendMove(Coordinates from, Coordinates to) {
System.out.println("New move: " + from + " to " + to);
game.setMove(new Move(from, to));
}
}

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package chess.controller;
import chess.controller.event.GameListener;
import chess.model.Game;
/**
* Abstract class, manage commands given by the player, which are the commands that can be undone.
*/
public abstract class PlayerCommand extends Command{
public CommandResult undo(Game game, GameListener outputSystem) {
CommandResult result = undoImpl(game, outputSystem);
game.updateLastMove();
return result;
}
protected abstract CommandResult undoImpl(Game game, GameListener outputSystem);
}

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package chess.controller.commands;
import chess.controller.PlayerCommand;
import chess.controller.event.GameListener;
import chess.model.ChessBoard;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Move;
/**
* Command to execute a Castling or Big Castling.
*/
public class CastlingCommand extends PlayerCommand {
private Move kingMove;
private Move rookMove;
private final boolean bigCastling;
public CastlingCommand(boolean bigCastling) {
this.bigCastling = bigCastling;
}
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
final ChessBoard board = game.getBoard();
// we must promote the pending pawn before
if (board.pawnShouldBePromoted())
return CommandResult.NotAllowed;
if (bigCastling && !board.canBigCastle(game.getPlayerTurn()))
return CommandResult.NotAllowed;
if (!bigCastling && !board.canSmallCastle(game.getPlayerTurn()))
return CommandResult.NotAllowed;
int rookBeginX = bigCastling ? 0 : 7;
int rookEndX = bigCastling ? 3 : 5;
int kingBeginX = 4;
int kingEndX = bigCastling ? 2 : 6;
int colorLine = game.getPlayerTurn() == Color.White ? 7 : 0;
Coordinate kingCoords = new Coordinate(kingBeginX, colorLine);
Coordinate rookCoords = new Coordinate(rookBeginX, colorLine);
this.kingMove = new Move(kingCoords, new Coordinate(kingEndX, colorLine));
this.rookMove = new Move(rookCoords, new Coordinate(rookEndX, colorLine));
board.applyMove(this.kingMove);
board.applyMove(this.rookMove);
board.setLastMove(this.kingMove);
outputSystem.onCastling(this.bigCastling, kingMove, rookMove);
return CommandResult.Moved;
}
public boolean isBigCastling() {
return bigCastling;
}
@Override
protected CommandResult undoImpl(Game game, GameListener outputSystem) {
game.getBoard().undoMove(this.kingMove, null);
game.getBoard().undoMove(this.rookMove, null);
return CommandResult.Moved;
}
}

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package chess.controller.commands;
import chess.controller.Command;
import chess.controller.event.GameListener;
import chess.model.Game;
/**
* Command to check the possible Castling.
*/
public class GetAllowedCastlingsCommand extends Command{
public enum CastlingResult {
None, Small, Big, Both;
}
private CastlingResult castlingResult;
public GetAllowedCastlingsCommand() {}
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
boolean canSmallCastle = game.getBoard().canSmallCastle(game.getPlayerTurn());
boolean canBigCastle = game.getBoard().canBigCastle(game.getPlayerTurn());
int result = 0;
if (canSmallCastle)
result += 1;
if (canBigCastle)
result += 2;
this.castlingResult = CastlingResult.values()[result];
return CommandResult.NotMoved;
}
public CastlingResult getCastlingResult() {
return castlingResult;
}
}

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package chess.controller.commands;
import java.util.ArrayList;
import java.util.List;
import chess.controller.Command;
import chess.controller.event.GameListener;
import chess.model.ChessBoard;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Piece;
/**
* Command to check the Castlings that are possible.
*/
public class GetAllowedMovesPieceCommand extends Command {
private final Coordinate start;
private List<Coordinate> destinations;
public GetAllowedMovesPieceCommand(Coordinate start) {
this.start = start;
this.destinations = new ArrayList<>();
}
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
final ChessBoard board = game.getBoard();
Piece piece = board.pieceAt(start);
if (piece == null)
return CommandResult.NotAllowed;
if (piece.getColor() != game.getPlayerTurn())
return CommandResult.NotAllowed;
this.destinations = board.getPieceAllowedMoves(start);
return CommandResult.NotMoved;
}
public List<Coordinate> getDestinations() {
return destinations;
}
}

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package chess.controller.commands;
import chess.controller.Command;
import chess.controller.event.GameListener;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Piece;
/**
* Command to check the possible moves for a given piece.
*/
public class GetPieceAtCommand extends Command{
private final Coordinate pieceCoords;
private Piece piece;
public GetPieceAtCommand(Coordinate pieceCoords) {
this.pieceCoords = pieceCoords;
this.piece = null;
}
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
if (!pieceCoords.isValid())
return CommandResult.NotAllowed;
this.piece = game.getBoard().pieceAt(pieceCoords);
return CommandResult.NotMoved;
}
public Piece getPiece() {
return piece;
}
}

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package chess.controller.commands;
import java.util.List;
import chess.controller.Command;
import chess.controller.event.GameListener;
import chess.model.Game;
import chess.model.Move;
/**
* Command to get the possible moves of a player. Castling and Promotion not included.
* @see CastlingCommand
* @see PromoteCommand
*/
public class GetPlayerMovesCommand extends Command {
private List<Move> moves;
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
this.moves = game.getBoard().getAllowedMoves(game.getPlayerTurn());
return CommandResult.NotMoved;
}
public List<Move> getMoves() {
return moves;
}
}

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package chess.controller.commands;
import chess.controller.PlayerCommand;
import chess.controller.event.GameListener;
import chess.model.ChessBoard;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Move;
import chess.model.Piece;
import chess.model.rules.PiecePathChecker;
/*
* Command to move a piece. Castling not included.
*
* @see CastlingCommand
*/
public class MoveCommand extends PlayerCommand {
private final Move move;
private Piece deadPiece;
public MoveCommand(Move move) {
this.move = move;
this.deadPiece = null;
}
public Move getMove() {
return move;
}
public Piece getDeadPiece() {
return deadPiece;
}
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
CommandResult result = processMove(game, outputSystem);
switch (result) {
case NotAllowed:
outputSystem.onMoveNotAllowed(this.move);
return result;
case Moved:
game.saveTraitPiecesPos();
return result;
case ActionNeeded:
case NotMoved:
return result;
}
return null;
}
private CommandResult processMove(Game game, GameListener outputSystem) {
final ChessBoard board = game.getBoard();
// we must promote the pending pawn before
if (game.pawnShouldBePromoted())
return CommandResult.NotAllowed;
Piece piece = board.pieceAt(move.getStart());
if (piece == null)
return CommandResult.NotAllowed;
if (piece.getColor() != game.getPlayerTurn())
return CommandResult.NotAllowed;
boolean valid = new PiecePathChecker(board, move).isValid();
if (!valid)
return CommandResult.NotAllowed;
this.deadPiece = board.pieceAt(move.getDeadPieceCoords());
board.applyMove(move);
if (board.isKingInCheck(game.getPlayerTurn())) {
board.undoLastMove();
return CommandResult.NotAllowed;
}
if (tryPromote(game, outputSystem)) {
outputSystem.onMove(this.move, this.deadPiece != null);
return CommandResult.ActionNeeded;
}
board.setLastMove(this.move);
outputSystem.onMove(this.move, this.deadPiece != null);
return CommandResult.Moved;
}
@Override
protected CommandResult undoImpl(Game game, GameListener outputSystem) {
final ChessBoard board = game.getBoard();
game.undoTraitPiecesPos();
board.undoMove(move, deadPiece);
return CommandResult.Moved;
}
private boolean tryPromote(Game game, GameListener outputSystem) {
Coordinate pawnPos = game.getBoard().pawnPromotePosition();
if (pawnPos == null)
return false;
outputSystem.onPromotePawn(pawnPos);
return true;
}
}

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package chess.controller.commands;
import chess.controller.Command;
import chess.controller.event.GameListener;
import chess.model.ChessBoard;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
/**
* Command to create a new game.
*/
public class NewGameCommand extends Command {
public CommandResult execute(Game game, GameListener outputSystem) {
final ChessBoard board = game.getBoard();
board.clearBoard();
for (int i = 0; i < 8; i++) {
board.pieceComes(new Pawn(Color.Black), new Coordinate(i, 1));
board.pieceComes(new Pawn(Color.White), new Coordinate(i, Coordinate.VALUE_MAX - 2));
}
board.pieceComes(new Rook(Color.Black), new Coordinate(0, 0));
board.pieceComes(new Rook(Color.Black), new Coordinate(Coordinate.VALUE_MAX - 1, 0));
board.pieceComes(new Rook(Color.White), new Coordinate(0, Coordinate.VALUE_MAX - 1));
board.pieceComes(new Rook(Color.White), new Coordinate(Coordinate.VALUE_MAX - 1, Coordinate.VALUE_MAX - 1));
board.pieceComes(new Knight(Color.Black), new Coordinate(1, 0));
board.pieceComes(new Knight(Color.Black), new Coordinate(Coordinate.VALUE_MAX - 2, 0));
board.pieceComes(new Knight(Color.White), new Coordinate(1, Coordinate.VALUE_MAX - 1));
board.pieceComes(new Knight(Color.White), new Coordinate(Coordinate.VALUE_MAX - 2, Coordinate.VALUE_MAX - 1));
board.pieceComes(new Bishop(Color.Black), new Coordinate(2, 0));
board.pieceComes(new Bishop(Color.Black), new Coordinate(Coordinate.VALUE_MAX - 3, 0));
board.pieceComes(new Bishop(Color.White), new Coordinate(2, Coordinate.VALUE_MAX - 1));
board.pieceComes(new Bishop(Color.White), new Coordinate(Coordinate.VALUE_MAX - 3, Coordinate.VALUE_MAX - 1));
board.pieceComes(new Queen(Color.Black), new Coordinate(3, 0));
board.pieceComes(new King(Color.Black), new Coordinate(4, 0));
board.pieceComes(new Queen(Color.White), new Coordinate(3, Coordinate.VALUE_MAX - 1));
board.pieceComes(new King(Color.White), new Coordinate(4, Coordinate.VALUE_MAX - 1));
game.reset();
outputSystem.onGameStart();
outputSystem.onPlayerTurn(game.getPlayerTurn(), false);
return CommandResult.NotMoved;
}
}

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package chess.controller.commands;
import chess.controller.PlayerCommand;
import chess.controller.event.GameListener;
import chess.model.ChessBoard;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Piece;
import chess.model.pieces.Bishop;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
/*
* Command to promote a pawn.
*/
public class PromoteCommand extends PlayerCommand {
public enum PromoteType {
Queen,
Rook,
Bishop,
Knight
}
private final PromoteType promoteType;
private Coordinate pieceCoords;
private Piece oldPawn;
public PromoteCommand(PromoteType promoteType) {
this.promoteType = promoteType;
assert this.promoteType != null;
this.pieceCoords = null;
this.oldPawn = null;
}
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
final ChessBoard board = game.getBoard();
this.pieceCoords = board.pawnPromotePosition();
if (this.pieceCoords == null)
return CommandResult.NotAllowed;
Piece pawn = board.pieceAt(this.pieceCoords);
if (!(pawn instanceof Pawn))
return CommandResult.NotAllowed;
int destY = this.pieceCoords.getY();
int enemyLine = pawn.getColor() == Color.White ? 0 : 7;
if (destY != enemyLine)
return CommandResult.NotAllowed;
this.oldPawn = pawn;
board.pieceComes(createPiece(this.promoteType, pawn.getColor()), this.pieceCoords);
outputSystem.onPawnPromoted(this.promoteType, this.pieceCoords);
// invalidate the last move cache
board.setLastMove(null);
return CommandResult.Moved;
}
private Piece createPiece(PromoteType promoteType, Color color) {
switch (promoteType) {
case Queen:
return new Queen(color);
case Bishop:
return new Bishop(color);
case Knight:
return new Knight(color);
case Rook:
return new Rook(color);
default:
return null;
}
}
@Override
protected CommandResult undoImpl(Game game, GameListener outputSystem) {
final ChessBoard board = game.getBoard();
Piece promoted = board.pieceAt(this.pieceCoords);
assert promoted != null;
game.undoTraitPiecesPos();
board.pieceComes(this.oldPawn, this.pieceCoords);
game.getLastAction().undo(game, outputSystem);
return CommandResult.Moved;
}
public PromoteType getPromoteType() {
return promoteType;
}
}

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package chess.controller.commands;
import chess.controller.Command;
import chess.controller.event.GameListener;
import chess.model.Color;
import chess.model.Game;
/**
* Command to surrender a game.
*/
public class SurrenderCommand extends Command {
private final Color player;
public SurrenderCommand(Color player) {
this.player = player;
}
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
outputSystem.onSurrender(player);
outputSystem.onWin(Color.getEnemy(player));
outputSystem.onGameEnd();
return CommandResult.NotMoved;
}
}

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package chess.controller.commands;
import chess.controller.Command;
import chess.controller.PlayerCommand;
import chess.controller.event.GameListener;
import chess.model.Game;
/**
* Command to undo the last action.
*/
public class UndoCommand extends Command{
@Override
public CommandResult execute(Game game, GameListener outputSystem) {
PlayerCommand lastAction = game.getLastAction();
if (lastAction == null)
return CommandResult.NotAllowed;
return lastAction.undo(game, outputSystem);
}
}

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package chess.controller.event;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.function.Consumer;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
/**
* Create a thread in which the notifications such as Move Not Allowed, Check, Checkmate, Promotion, Surrender, etc. will be sent to update the players.
*/
public class AsyncGameDispatcher extends GameDispatcher {
private final List<GameListener> listeners;
private final ExecutorService executor;
public AsyncGameDispatcher() {
this.listeners = new ArrayList<>();
this.executor = Executors.newSingleThreadExecutor();
}
@Override
public void addListener(GameListener listener) {
this.listeners.add(listener);
}
private void asyncForEachCall(Consumer<GameListener> func) {
this.executor.execute(() -> this.listeners.forEach(func));
}
@Override
public void onPlayerTurn(Color color, boolean undone) {
asyncForEachCall((l) -> l.onPlayerTurn(color, undone));
}
@Override
public void onWin(Color color) {
asyncForEachCall((l) -> l.onWin(color));
}
@Override
public void onKingInCheck() {
asyncForEachCall((l) -> l.onKingInCheck());
}
@Override
public void onKingInMat() {
asyncForEachCall((l) -> l.onKingInMat());
}
@Override
public void onPatSituation() {
asyncForEachCall((l) -> l.onPatSituation());
}
@Override
public void onSurrender(Color color) {
asyncForEachCall((l) -> l.onSurrender(color));
}
@Override
public void onGameStart() {
asyncForEachCall((l) -> l.onGameStart());
}
@Override
public void onPromotePawn(Coordinate pieceCoords) {
asyncForEachCall((l) -> l.onPromotePawn(pieceCoords));
}
@Override
public void onBoardUpdate() {
asyncForEachCall((l) -> l.onBoardUpdate());
}
@Override
public void onGameEnd() {
asyncForEachCall((l) -> l.onGameEnd());
}
@Override
public void onMove(Move move, boolean captured) {
asyncForEachCall((l) -> l.onMove(move, captured));
}
@Override
public void onMoveNotAllowed(Move move) {
asyncForEachCall((l) -> l.onMoveNotAllowed(move));
}
@Override
public void onDraw() {
asyncForEachCall((l) -> l.onDraw());
}
@Override
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
asyncForEachCall((l) -> l.onCastling(bigCastling, kingMove, rookMove));
}
@Override
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
asyncForEachCall((l) -> l.onPawnPromoted(promotion, coordinate));
}
@Override
public void close() {
this.executor.shutdown();
}
}

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package chess.controller.event;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
/**
* Dispatcher for bots, does nothing.
*/
public class EmptyGameDispatcher extends GameDispatcher {
@Override
public void onBoardUpdate() {
}
@Override
public void onDraw() {
}
@Override
public void onGameEnd() {
}
@Override
public void onGameStart() {
}
@Override
public void onKingInCheck() {
}
@Override
public void onKingInMat() {
}
@Override
public void onMove(Move move, boolean captured) {
}
@Override
public void onMoveNotAllowed(Move move) {
}
@Override
public void onPatSituation() {
}
@Override
public void onPlayerTurn(Color color, boolean undone) {
}
@Override
public void onPromotePawn(Coordinate pieceCoords) {
}
@Override
public void onSurrender(Color coward) {
}
@Override
public void onWin(Color winner) {
}
@Override
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
}
@Override
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
}
@Override
public void addListener(GameListener listener) {
}
@Override
public void close() {
}
}

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package chess.controller.event;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
/**
* Abstract class, provides default implementation of GameListener methods.
* @see GameListener
*/
public abstract class GameAdapter implements GameListener {
@Override
public void onPlayerTurn(Color color, boolean undone) {}
@Override
public void onWin(Color color) {}
@Override
public void onKingInCheck() {}
@Override
public void onKingInMat() {}
@Override
public void onPatSituation() {}
@Override
public void onSurrender(Color color) {}
@Override
public void onGameStart() {}
@Override
public void onPromotePawn(Coordinate pieceCoords) {}
@Override
public void onBoardUpdate() {}
@Override
public void onGameEnd() {}
@Override
public void onMove(Move move, boolean captured) {}
@Override
public void onMoveNotAllowed(Move move) {}
@Override
public void onDraw() {}
@Override
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {}
@Override
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {}
}

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package chess.controller.event;
/**
* Abstract class, provides a dispatcher for game events.
*/
public abstract class GameDispatcher extends GameAdapter {
public abstract void addListener(GameListener listener);
public abstract void close();
}

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package chess.controller.event;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
/**
* Interface for events to listen.
*/
public interface GameListener {
/**
* Invoked when the display of the board should be updated
*/
void onBoardUpdate();
/**
* Invoked when a draw occurs (same position is repeated three times)
*/
void onDraw();
/**
* Invoked when the game has ended (by a win or a draw)
*/
void onGameEnd();
/**
* Invoked when the game has started
*/
void onGameStart();
/**
* Invoked when a king is in check
*/
void onKingInCheck();
/**
* Invoked when a checkmate occurs
*/
void onKingInMat();
/**
* Invoked when a valid move on the board occurs
*
* @param move the move to be processed
* @param captured whether the move is a result of a capture
*/
void onMove(Move move, boolean captured);
/**
* Invoked when a sent move is not allowed
*
* @param move the move to be processed
*/
void onMoveNotAllowed(Move move);
/**
* Invoked when a pat situation occurs
*/
void onPatSituation();
/**
* Invoked when it's the player turn
*
* @param color the color of the player who should play
* @param undone true if it's a result of an undo command
*/
void onPlayerTurn(Color color, boolean undone);
/**
* Invoked when a pawn should be promoted
*
* @param pieceCoords the coordinates of the pawn
*/
void onPromotePawn(Coordinate pieceCoords);
/**
* Invoked when a players surrenders
*
* @param coward the player who gave up
*/
void onSurrender(Color coward);
/**
* Invoked when a player wins (by checkmate or if the other one surrenders)
*
* @param winner
*/
void onWin(Color winner);
/**
* Invoked when a castling is done
*
* @param bigCastling if it's queen side castling
* @param kingMove the king's move
* @param rookMove the rook's move
*/
void onCastling(boolean bigCastling, Move kingMove, Move rookMove);
/**
* Invoked when a pawn is promoted
*
* @param promotion the type of promotion
* @param coordinate the coordinate of the old pawn
*/
void onPawnPromoted(PromoteType promotion, Coordinate coordinate);
}

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@@ -1,17 +0,0 @@
package chess.model;
import java.util.ArrayList;
public abstract class AccessibleCellsDecorator {
public AccessibleCellsDecorator base;
public ArrayList<Cell> cells;
protected abstract ArrayList<Cell> getAccessibleCells();
public AccessibleCellsDecorator(AccessibleCellsDecorator base) {
this.base = base;
}
public AccessibleCellsDecorator() {
this(null);
}
}

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@@ -1,81 +0,0 @@
package chess.model;
import chess.model.pieces.*;
public class Board {
private final Cell[][] cells;
private static final int WHITE = 0;
private static final int BLACK = 1;
public Board(int size) {
cells = new Cell[size][size];
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
cells[y][x] = new Cell();
}
}
setPieces();
}
public Board() {
this(8);
}
public Cell getCell(Coordinates coordinates) {
return cells[coordinates.getX()][coordinates.getY()];
}
public int getSize() {
return cells.length;
}
public void setPieces() throws Error {
if (this.getSize() == 8) {
setPiecesSize8();
} else {
throw new Error("Oops. This isn't implemented yet.");
}
}
public void setPiecesSize8() {
for (int i = 0; i < 8; i++) {
cells[i][1].setPiece(new Pawn(BLACK, this, cells[i][1]));
cells[i][6].setPiece(new Pawn(WHITE, this, cells[i][6]));
}
for (int i = 0; i <= 7; i += 7) {
cells[i][0].setPiece(new Rook(BLACK, this, cells[i][0]));
cells[i][7].setPiece(new Rook(WHITE, this, cells[i][7]));
}
for (int i = 1; i <= 6; i += 5) {
cells[i][0].setPiece(new Knight(BLACK, this, cells[i][0]));
cells[i][7].setPiece(new Knight(WHITE, this, cells[i][7]));
}
for (int i = 2; i <= 5; i += 3) {
cells[i][0].setPiece(new Bishop(BLACK, this, cells[i][0]));
cells[i][7].setPiece(new Bishop(WHITE, this, cells[i][7]));
}
cells[3][0].setPiece(new Queen(BLACK, this, cells[3][0]));
cells[3][7].setPiece(new Queen(WHITE, this, cells[3][7]));
cells[4][0].setPiece(new King(BLACK, this, cells[4][0]));
cells[4][7].setPiece(new King(WHITE, this, cells[4][7]));
}
public Piece getPiece(Coordinates coordinates) {
return getCell(coordinates).getPiece();
}
public void movePiece(Move move) throws Error {
Piece movingPiece = getPiece(move.getStart());
Cell arrivalCell = getCell(move.getEnd());
getCell(move.getStart()).deletePiece();
arrivalCell.setPiece(movingPiece);
movingPiece.setPosition(arrivalCell);
}
public Cell getRelativePosition(Coordinates coordinates) {
// todo
return null;
}
}

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@@ -1,25 +0,0 @@
package chess.model;
public class Cell {
private Piece piece = null;
public Cell(Piece piece) {
this.piece = piece;
}
public Cell(){
this.piece = null;
}
public void setPiece(Piece piece) {
this.piece = piece;
}
public void deletePiece() {
this.piece = null;
}
public Piece getPiece() {
return piece;
}
}

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package chess.model;
import java.util.ArrayList;
import java.util.List;
import java.util.Objects;
import chess.model.pieces.King;
import chess.model.pieces.Pawn;
import chess.model.rules.PiecePathChecker;
/**
* Chess board entity, composed of cells.
*/
public class ChessBoard {
/**
* Cell of the chess board.
*/
public static class Cell {
private Piece piece;
public Cell() {
this.piece = null;
}
public Piece getPiece() {
return piece;
}
public void setPiece(Piece piece) {
this.piece = piece;
}
}
private final Cell[][] cells;
private Move lastVirtualMove;
private Move lastMove;
private Piece lastEjectedPiece;
private List<Move> cachedAllowedMoves = null;
private final Coordinate kingPos[];
public ChessBoard() {
this.cells = new Cell[Coordinate.VALUE_MAX][Coordinate.VALUE_MAX];
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
this.cells[i][j] = new Cell();
}
}
this.lastVirtualMove = null;
this.lastMove = null;
this.lastEjectedPiece = null;
this.kingPos = new Coordinate[Color.values().length];
}
/**
* Apply a move on the board.
* @param move move to apply
*/
public void applyMove(Move move) {
assert move.isValid() : "Invalid move !";
Piece deadPiece = pieceAt(move.getDeadPieceCoords());
if (deadPiece != null) {
this.lastEjectedPiece = deadPiece;
} else {
this.lastEjectedPiece = null;
}
Piece movingPiece = pieceAt(move.getStart());
pieceLeaves(move.getDeadPieceCoords());
pieceLeaves(move.getStart());
pieceComes(movingPiece, move.getFinish());
movingPiece.move();
this.lastVirtualMove = move;
}
/**
* Undo the last move
*/
public void undoLastMove() {
assert this.lastVirtualMove != null : "Can't undo at the beginning!";
undoMove(this.lastVirtualMove, this.lastEjectedPiece);
}
/**
* Undo the specified move
* @param move
* @param deadPiece
*/
public void undoMove(Move move, Piece deadPiece) {
Piece movingPiece = pieceAt(move.getFinish());
pieceComes(movingPiece, move.getStart());
pieceLeaves(move.getFinish());
pieceComes(deadPiece, move.getDeadPieceCoords());
assert movingPiece != null;
movingPiece.unMove();
}
/**
* Check if the cell is empty
* @param coordinate
* @return true if the cell is empty
*/
public boolean isCellEmpty(Coordinate coordinate) {
return pieceAt(coordinate) == null;
}
/**
* Return the piece at the given coordinates
* @param coordinate
* @return piece at the given coordinates, or null if the coordinates are invalid or the cell is empty
*/
public Piece pieceAt(Coordinate coordinate) {
if (!coordinate.isValid())
return null;
return cellAt(coordinate).getPiece();
}
/**
* Nuke all pieces of the board
*/
public void clearBoard() {
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
pieceLeaves(new Coordinate(i, j));
}
}
}
/**
* Get the cell at the given coordinates
* @param coordinate
* @return
*/
private Cell cellAt(Coordinate coordinate) {
return this.cells[coordinate.getX()][coordinate.getY()];
}
/*
* Set the piece at the given coordinate
*/
public void pieceComes(Piece piece, Coordinate coordinate) {
cellAt(coordinate).setPiece(piece);
if (piece instanceof King)
this.kingPos[piece.getColor().ordinal()] = coordinate;
}
/**
* Remove the piece at the given coordiinates
* @param coordinate
*/
public void pieceLeaves(Coordinate coordinate) {
cellAt(coordinate).setPiece(null);
}
/**
* Find the king of the given color on the board
* @param color
* @return the coordinates of the king
*/
public Coordinate findKing(Color color) {
return kingPos[color.ordinal()];
}
/**
* Get the allowed starting positions for a piece to attack the given Coordinate. Useful for PGN trasnlation.
* @param finish
* @param color
* @return coordinates of the pieces that could attack
*/
public List<Coordinate> getAllowedStarts(Coordinate finish, Color color) {
List<Coordinate> starts = new ArrayList<>();
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Coordinate attackCoords = new Coordinate(i, j);
Piece attackPiece = pieceAt(attackCoords);
if (attackPiece == null || attackPiece.getColor() != color)
continue;
Move move = new Move(attackCoords, finish);
PiecePathChecker piecePathChecker = new PiecePathChecker(this,
move);
if (!piecePathChecker.isValid())
continue;
applyMove(move);
if (!isKingInCheck(color))
starts.add(attackCoords);
undoLastMove();
}
}
return starts;
}
/**
* Check if the king of the given color is in check
* @param color
* @return true if the king is in check
*/
public boolean isKingInCheck(Color color) {
Coordinate kingPos = findKing(color);
assert kingPos.isValid() : "King position is invalid!";
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Coordinate attackCoords = new Coordinate(i, j);
Piece attackPiece = pieceAt(attackCoords);
if (attackPiece == null || attackPiece.getColor() == color)
continue;
PiecePathChecker checker = new PiecePathChecker(this, new Move(attackCoords, kingPos));
if (checker.isValid())
return true;
}
}
return false;
}
/**
* Check if the given player has allowed moves
* @param player
* @return true if the player can move
*/
public boolean hasAllowedMoves(Color player) {
return !getAllowedMoves(player).isEmpty();
}
/**
* Get the allowed moves for the given player
* @param player
* @return
*/
public List<Move> getAllowedMoves(Color player) {
if (this.cachedAllowedMoves != null) {
return this.cachedAllowedMoves;
}
List<Move> result = new ArrayList<>();
for (int x = 0; x < Coordinate.VALUE_MAX; x++) {
for (int y = 0; y < Coordinate.VALUE_MAX; y++) {
Coordinate start = new Coordinate(x, y);
Piece piece = pieceAt(start);
if (piece == null || piece.getColor() != player)
continue;
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Coordinate destination = new Coordinate(i, j);
Move move = new Move(start, destination);
Piece destPiece = pieceAt(destination);
if (destPiece != null && destPiece.getColor() == player)
continue;
PiecePathChecker piecePathChecker = new PiecePathChecker(this,
move);
if (!piecePathChecker.isValid())
continue;
applyMove(move);
if (!isKingInCheck(player))
result.add(move);
undoLastMove();
}
}
}
}
this.cachedAllowedMoves = result;
return result;
}
/**
* Get all the end positions possible of a piece
*/
public List<Coordinate> getPieceAllowedMoves(Coordinate pieceCoords) {
Piece piece = pieceAt(pieceCoords);
if (piece == null)
return null;
Color player = piece.getColor();
List<Coordinate> result = new ArrayList<>();
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Coordinate destination = new Coordinate(i, j);
Move move = new Move(pieceCoords, destination);
PiecePathChecker piecePathChecker = new PiecePathChecker(this,
move);
if (!piecePathChecker.isValid())
continue;
applyMove(move);
if (!isKingInCheck(player))
result.add(destination);
undoLastMove();
}
}
return result;
}
/**
* Check if the given player can castle with the given rook
* @param color
* @param rookX
* @param kingDirection
* @return true if the player can Castle
*/
private boolean canCastle(Color color, int rookX, Direction kingDirection) {
if (isKingInCheck(color))
return false;
int colorLine = color == Color.White ? 7 : 0;
Coordinate kingCoords = new Coordinate(4, colorLine);
Coordinate rookCoords = new Coordinate(rookX, colorLine);
Piece king = pieceAt(kingCoords);
Piece rook = pieceAt(rookCoords);
if (king == null || rook == null || king.hasMoved() || rook.hasMoved())
return false;
for (int step = 1; step <= 2; step++) {
Coordinate dest = Coordinate.fromIndex(kingCoords.toIndex() + step * kingDirection.getIndexOffset());
Piece obstacle = pieceAt(dest);
if (obstacle != null)
return false;
applyMove(new Move(kingCoords, dest));
if (isKingInCheck(color)) {
undoLastMove();
return false;
}
undoLastMove();
}
Coordinate rookObstacleCoords = Coordinate.fromIndex(rookCoords.toIndex() - kingDirection.getIndexOffset());
Piece obstacle = pieceAt(rookObstacleCoords);
return obstacle == null;
}
/**
* @return wether the player can perform a kingside castling.
*/
public boolean canSmallCastle(Color color) {
return canCastle(color, 7, Direction.Right);
}
/**
* Check if the given player is allowed to execute a queenside castling.
* @param color
* @return
*/
public boolean canBigCastle(Color color) {
return canCastle(color, 0, Direction.Left);
}
/**
* Check if there is a pawn to be promoted by the given player.
* @return
*/
public boolean pawnShouldBePromoted() {
return pawnPromotePosition() != null;
}
/**
* Check if there's a pawn in the adversary line on the board
* @return Null if there is no pawn to promote
*/
public Coordinate pawnPromotePosition() {
Coordinate piecePos = pawnPromotePosition(Color.White);
if (piecePos != null)
return piecePos;
return pawnPromotePosition(Color.Black);
}
/**
* Check if there's a pawn of the given player in the adversary line on the board
* @return Null if there is no pawn to promote
*/
private Coordinate pawnPromotePosition(Color color) {
int enemyLineY = color == Color.White ? 0 : 7;
for (int x = 0; x < Coordinate.VALUE_MAX; x++) {
Coordinate pieceCoords = new Coordinate(x, enemyLineY);
Piece piece = pieceAt(pieceCoords);
if (piece instanceof Pawn)
return pieceCoords;
}
return null;
}
/**
* Hash according to the pieces position on the board
* @return hash code
*/
@Override
public int hashCode() {
int result = 0;
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Piece piece = pieceAt(new Coordinate(i, j));
if (piece == null)
continue;
result = Objects.hash(result, piece.getColor(), new Coordinate(i, j), piece);
}
}
return result;
}
/**
* @return the last played move
*/
public Move getLastMove() {
return this.lastMove;
}
/**
* Updates the last move of the board and invalidate the allowedMoves cache.
*/
public void setLastMove(Move lastMove) {
this.lastMove = lastMove;
this.cachedAllowedMoves = null;
}
@Override
public boolean equals(Object obj) {
if (obj instanceof ChessBoard board)
return board.hashCode() == this.hashCode();
return false;
}
}

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package chess.model;
/**
* Enumeration of colors for player - either black or white
*/
public enum Color {
White,
Black;
public static Color getEnemy(Color color) {
return color == White ? Black : White;
}
}

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package chess.model;
import java.util.Objects;
/**
* Coordinate of a cell on the chess board.
*/
public class Coordinate {
private final int x;
private final int y;
public static int VALUE_MAX = 8;
public Coordinate(int x, int y) {
this.x = x;
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public boolean isValid() {
return 0 <= this.x && this.x < VALUE_MAX && 0 <= this.y && this.y < VALUE_MAX;
}
public static Coordinate fromIndex(int index) {
return new Coordinate(index % VALUE_MAX, index / VALUE_MAX);
}
public int toIndex() {
return this.y * VALUE_MAX + this.x;
}
@Override
public boolean equals(Object obj) {
if (obj instanceof Coordinate coo) {
return this.x == coo.x && this.y == coo.y;
}
return false;
}
public String toString() {
return "(" + this.x + ", " + this.y + ")";
}
@Override
public int hashCode() {
return Objects.hash(this.x, this.y);
}
}

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@@ -1,22 +0,0 @@
package chess.model;
public class Coordinates {
private int x;
private int y;
public Coordinates(int x, int y) {
this.x = x;
this.y = y;
}
public int getX() {
return this.x;
}
public int getY() {
return this.y;
}
public String toString() {
return "(" + this.x + ", " + this.y + ")";
}
}

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package chess.model;
/**
* Enumation of the different directions from a cell in a chessboard, and how to navigate the cells.
*/
public enum Direction {
Unset(65),
Front(-8), Back(8), Left(-1), Right(1),
FrontLeft(-9), FrontRight(-7), BackLeft(7), BackRight(9);
private final int indexOffset;
Direction(int indexOffset) {
this.indexOffset = indexOffset;
}
public int getIndexOffset() {
return indexOffset;
}
public static Direction fromInt(int direction) {
for (Direction dir : Direction.values()) {
if (dir.getIndexOffset() == direction)
return dir;
}
return null;
}
public static Direction findDirection(Move move) {
assert move.isValid() : "Move is invalid!";
int diffX = move.getFinish().getX() - move.getStart().getX();
int diffY = move.getFinish().getY() - move.getStart().getY();
if (diffX == 0 && diffY < 0)
return Direction.Front;
if (diffX == 0 && diffY > 0)
return Direction.Back;
if (diffX < 0 && diffY == 0)
return Direction.Left;
if (diffX > 0 && diffY == 0)
return Direction.Right;
if (diffX < 0 && -diffX == diffY)
return Direction.BackLeft;
if (diffX > 0 && diffX == diffY)
return Direction.BackRight;
if (diffY < 0 && diffX == diffY)
return Direction.FrontLeft;
if (diffX > 0 && diffX == -diffY)
return Direction.FrontRight;
return Direction.Unset;
}
}

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@@ -1,87 +1,158 @@
package chess.model;
import java.util.ArrayList;
import java.util.Observable;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Stack;
public class Game extends Observable implements Runnable {
private final Board board;
private Move move;
private final ArrayList<Player> players = new ArrayList<>();
import chess.controller.PlayerCommand;
import chess.controller.commands.MoveCommand;
public Game(int size) {
this.board = new Board(size);
this.setChanged();
this.notifyObservers();
}
public Game() {
this(8);
}
/**
* Game class that represents a chess game.
*/
public int getSize(){
return board.getSize();
}
public Board getBoard() {
return board;
}
public Move getMove() {
return move;
}
public class Game {
private final ChessBoard board;
private Color playerTurn;
private final Stack<PlayerCommand> movesHistory;
private final Map<Integer, Integer> traitsPos;
public void setMove(Move m){
this.move = m;
synchronized (this) {
this.notify();
}
}
private static final int DRAW_REPETITONS = 3;
public boolean gameDone(){
// todo
return false;
}
public enum GameStatus {
Draw, Check, CheckMate, OnGoing, Pat;
}
public Player getNextPlayer(){
return players.getFirst();
}
public Game() {
this.board = new ChessBoard();
this.movesHistory = new Stack<>();
this.traitsPos = new HashMap<>();
}
public void updatePlayersList(){
Player player = players.getFirst();
players.remove(player);
players.add(player);
}
public ChessBoard getBoard() {
return board;
}
public void playGame() {
players.add(new Player(this));
players.add(new Player(this));
while (!gameDone()){
Move m = getNextPlayer().getMove();
while (!applyMove(m)){
m = getNextPlayer().getMove();
}
updatePlayersList();
setChanged();
notifyObservers();
}
}
public Color getPlayerTurn() {
return playerTurn;
}
@Override
public void run(){
playGame();
}
/**
* Reset the game
*/
public void reset() {
resetPlayerTurn();
this.traitsPos.clear();
}
public boolean applyMove(Move m){
if (board.getCell(m.getStart()).getPiece() == null){
return false;
}
try {
move(m);
}
catch (Exception e) {
return false;
}
return true;
}
/**
* Reset the player turn.
* Aka: white for the win
*/
public void resetPlayerTurn() {
this.playerTurn = Color.White;
}
/**
* Save the current board configuration
*/
public void saveTraitPiecesPos() {
int piecesHash = this.board.hashCode();
Integer count = this.traitsPos.get(piecesHash);
this.traitsPos.put(piecesHash, count == null ? 1 : count + 1);
}
/**
* @return whether the game is in a draw situation
*/
private boolean checkDraw() {
return this.traitsPos.containsValue(DRAW_REPETITONS);
}
/**
* Switch player turn
*/
public void switchPlayerTurn() {
playerTurn = Color.getEnemy(playerTurn);
}
/**
* Check the status of the game ofr the specified player
* @return a GameStatus enum
*/
public GameStatus checkGameStatus(Color color) {
if (checkDraw())
return GameStatus.Draw;
if (this.board.isKingInCheck(color))
if (this.board.hasAllowedMoves(color))
return GameStatus.Check;
else
return GameStatus.CheckMate;
if (!board.hasAllowedMoves(color))
return GameStatus.Pat;
return GameStatus.OnGoing;
}
/**
* Check the status of the gamere
*/
public GameStatus checkGameStatus() {
return checkGameStatus(Color.getEnemy(getPlayerTurn()));
}
/**
* Add a player move (basic move, castling, ...) to the game history.
*/
public void addAction(PlayerCommand command) {
this.movesHistory.add(command);
}
/**
* @return the last player action
*/
public PlayerCommand getLastAction() {
if (this.movesHistory.isEmpty())
return null;
return this.movesHistory.pop();
}
/**
* Update the last board move ater an undo.
*/
public void updateLastMove() {
if (this.movesHistory.isEmpty())
return;
PlayerCommand last = this.movesHistory.getLast();
if (last instanceof MoveCommand move) {
this.board.setLastMove(move.getMove());
}
}
/**
* Remove the board configuration occurence from the game history
*/
public void undoTraitPiecesPos() {
int piecesHash = this.board.hashCode();
Integer count = this.traitsPos.get(piecesHash);
if (count != null)
this.traitsPos.put(piecesHash, count - 1);
}
public List<PlayerCommand> getMoves() {
return this.movesHistory;
}
/**
* @return wether a pawn should be promoted
*/
public boolean pawnShouldBePromoted() {
return this.board.pawnShouldBePromoted();
}
public void move(Move move) throws Exception{
board.movePiece(move);
}
}

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@@ -0,0 +1,26 @@
package chess.model;
/**
* Game where the most ressource-consuming functions are empty.
* Mostly used by bots.
* @see GameSimulation
*/
public class LightGame extends Game {
@Override
public GameStatus checkGameStatus(Color color) {
return GameStatus.OnGoing;
}
@Override
public void undoTraitPiecesPos() {
}
@Override
public void saveTraitPiecesPos() {
}
}

View File

@@ -1,15 +0,0 @@
package chess.model;
import java.util.Observable;
public class Model2D extends Observable {
public int x;
public int y;
public void set(int i, int j){
this.x = i;
this.y = j;
setChanged();
notifyObservers();
}
}

View File

@@ -1,26 +1,78 @@
package chess.model;
/**
* Chess move, composed of a starting position, a finishing position and the eventual enemy pieces taken during the move.
*/
public class Move {
private Coordinates start;
private Coordinates end;
private final Coordinate start;
private final Coordinate finish;
private Coordinate deadPieceCoords;
public Move(Coordinates start, Coordinates end) {
this.start = start;
this.end = end;
}
public Move(Coordinate start, Coordinate finish) {
this.start = start;
this.finish = finish;
this.deadPieceCoords = finish;
}
public Coordinates getEnd() {
return end;
}
/**
*
* @return true if the move is valid, false otherwise
*/
public boolean isValid() {
return this.start.isValid() && this.finish.isValid() && !this.start.equals(this.finish);
}
public Coordinates getStart() {
return start;
}
public Coordinate getStart() {
return start;
}
public void updateMove(Coordinates start, Coordinates end) {
this.start = start;
this.end = end;
}
public Coordinate getFinish() {
return finish;
}
/**
* Returns the number of cells traversed by the move.
* @return int
*/
public int traversedCells() {
assert isValid() : "Move is invalid!";
int diffX = getFinish().getX() - getStart().getX();
int diffY = getFinish().getY() - getStart().getY();
assert Math.abs(diffX) < Coordinate.VALUE_MAX : "Move is too big!";
assert Math.abs(diffY) < Coordinate.VALUE_MAX : "Move is too big!";
if (diffX == 0)
return Math.abs(diffY);
if (diffY == 0)
return Math.abs(diffX);
if (Math.abs(diffX) == Math.abs(diffY))
return Math.abs(diffX);
return 0;
}
/**
* @return the coordinates of the cell in the middle of the move
*/
public Coordinate getMiddle() {
return Coordinate.fromIndex((getStart().toIndex() + getFinish().toIndex()) / 2);
}
public void setDeadPieceCoords(Coordinate deadCoords) {
this.deadPieceCoords = deadCoords;
}
public Coordinate getDeadPieceCoords() {
return deadPieceCoords;
}
@Override
public boolean equals(Object obj) {
if (obj instanceof Move other)
return this.start.equals(other.start) && this.finish.equals(other.finish);
return false;
}
}

View File

@@ -1,27 +1,35 @@
package chess.model;
import chess.view.render2D.Pieces;
/**
* Piece of a game. Posesses a color and the number of time it has been moved.
*/
public abstract class Piece {
public final int color;
public AccessibleCellsDecorator decorator;
public final Board board;
public Cell position;
public Piece(int color, Board board, Cell position) {
this.color = color;
this.board = board;
this.position = position;
}
private final Color color;
private int moved;
public int getColor() {
return color;
}
public Piece(Color color) {
this.color = color;
this.moved = 0;
}
public void setPosition(Cell cell) {
this.position = cell;
}
public void move() {
this.moved++;
}
public abstract void accept(PieceVisitor pv);
public Color getColor() {
return color;
}
public boolean hasMoved() {
return moved > 0;
}
public void unMove() {
this.moved--;
}
public abstract <T> T accept(PieceVisitor<T> visitor);
}

View File

@@ -1,17 +1,32 @@
package chess.model;
import chess.model.pieces.*;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
public interface PieceVisitor{
default void visit(Piece p) {
p.accept(this);
}
/**
* Visitor interface for pieces.
*/
void visitPiece(Bishop p);
void visitPiece(Knight p);
void visitPiece(Pawn p);
void visitPiece(Queen p);
void visitPiece(King p);
void visitPiece(Rook p);
public interface PieceVisitor<T> {
default T visit(Piece piece) {
return piece.accept(this);
}
T visitPiece(Bishop bishop);
T visitPiece(King king);
T visitPiece(Knight knight);
T visitPiece(Pawn pawn);
T visitPiece(Queen queen);
T visitPiece(Rook rook);
}

View File

@@ -1,21 +0,0 @@
package chess.model;
public class Player {
private final Game game;
public Player(Game game) {
this.game = game;
}
public Move getMove(){
synchronized(game){
try {
game.wait();
}
catch (Exception e) {
System.out.println(e.getMessage());
}
}
return game.getMove();
}
}

View File

@@ -1,21 +0,0 @@
package chess.model.decorators;
import chess.model.AccessibleCellsDecorator;
import chess.model.Cell;
import java.util.ArrayList;
public class DiagonalDecorator extends AccessibleCellsDecorator {
public DiagonalDecorator(AccessibleCellsDecorator base) {
super(base);
}
public DiagonalDecorator(){
super();
}
@Override
protected ArrayList<Cell> getAccessibleCells() {
return null;
}
}

View File

@@ -1,22 +0,0 @@
package chess.model.decorators;
import chess.model.AccessibleCellsDecorator;
import chess.model.Cell;
import java.util.ArrayList;
public class LineDecorator extends AccessibleCellsDecorator {
public LineDecorator(AccessibleCellsDecorator base) {
super(base);
}
public LineDecorator(){
super();
}
@Override
protected ArrayList<Cell> getAccessibleCells() {
return null;
}
}

View File

@@ -1,17 +1,21 @@
package chess.model.pieces;
import chess.model.Board;
import chess.model.Cell;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
/**
* Bishop piece.
*/
public class Bishop extends Piece {
public Bishop(final int color, Board board, Cell cell) {
super(color, board, cell);
}
@Override
public void accept(PieceVisitor pv) {
pv.visitPiece(this);
}
public Bishop(Color color) {
super(color);
}
@Override
public <T> T accept(PieceVisitor<T> visitor) {
return visitor.visitPiece(this);
}
}

View File

@@ -1,17 +1,20 @@
package chess.model.pieces;
import chess.model.Board;
import chess.model.Cell;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
/**
* King piece.
*/
public class King extends Piece {
public King(final int color, Board board, Cell cell) {
super(color, board, cell);
}
@Override
public void accept(PieceVisitor pv) {
pv.visitPiece(this);
}
public King(Color color) {
super(color);
}
@Override
public <T> T accept(PieceVisitor<T> visitor) {
return visitor.visitPiece(this);
}
}

View File

@@ -1,17 +1,21 @@
package chess.model.pieces;
import chess.model.Board;
import chess.model.Cell;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
/**
* Knight piece.
*/
public class Knight extends Piece {
public Knight(final int color, Board board, Cell cell) {
super(color, board, cell);
}
@Override
public void accept(PieceVisitor pv) {
pv.visitPiece(this);
}
public Knight(Color color) {
super(color);
}
@Override
public <T> T accept(PieceVisitor<T> visitor) {
return visitor.visitPiece(this);
}
}

View File

@@ -1,17 +1,25 @@
package chess.model.pieces;
import chess.model.Board;
import chess.model.Cell;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
/**
* Pawn piece.
*/
public class Pawn extends Piece {
public Pawn(final int color, Board board, Cell cell) {
super(color, board, cell);
}
@Override
public void accept(PieceVisitor pv) {
pv.visitPiece(this);
}
public Pawn(Color color) {
super(color);
}
@Override
public <T> T accept(PieceVisitor<T> visitor) {
return visitor.visitPiece(this);
}
public int multiplier() {
return getColor() == Color.White ? 1 : -1;
}
}

View File

@@ -1,16 +1,22 @@
package chess.model.pieces;
import chess.model.*;
import chess.model.decorators.DiagonalDecorator;
import chess.model.decorators.LineDecorator;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
/**
* Queen piece.
*/
public class Queen extends Piece {
public Queen(final int color, Board board, Cell cell) {
super(color, board, cell);
}
@Override
public void accept(PieceVisitor pv) {
pv.visitPiece(this);
}
public Queen(Color color) {
super(color);
}
@Override
public <T> T accept(PieceVisitor<T> visitor) {
return visitor.visitPiece(this);
}
}

View File

@@ -1,21 +1,21 @@
package chess.model.pieces;
import chess.model.Board;
import chess.model.Cell;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
import chess.model.decorators.DiagonalDecorator;
import chess.model.decorators.LineDecorator;
/**
* Rook piece.
*/
public class Rook extends Piece {
public Rook(final int color, Board board, Cell cell) {
super(color, board, cell);
this.decorator = new LineDecorator();
// todo
}
@Override
public void accept(PieceVisitor pv) {
pv.visitPiece(this);
}
public Rook(Color color) {
super(color);
}
@Override
public <T> T accept(PieceVisitor<T> visitor) {
return visitor.visitPiece(this);
}
}

View File

@@ -0,0 +1,123 @@
package chess.model.rules;
import chess.model.Coordinate;
import chess.model.Direction;
import chess.model.Move;
import chess.model.Piece;
import chess.model.PieceVisitor;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
/**
* Check if a move can be done.
*/
public class PermissiveRuleChecker implements PieceVisitor<Boolean> {
private final Move move;
public PermissiveRuleChecker(Move move) {
this.move = move;
assert move.isValid() : "Move is invalid!";
}
public boolean isValidFor(Piece piece) {
return visit(piece);
}
@Override
public Boolean visitPiece(Bishop bishop) {
Direction moveDirection = Direction.findDirection(this.move);
switch (moveDirection) {
case FrontLeft:
case BackLeft:
case FrontRight:
case BackRight:
return true;
default:
return false;
}
}
@Override
public Boolean visitPiece(King king) {
return this.move.traversedCells() == 1;
}
@Override
public Boolean visitPiece(Knight knight) {
Coordinate piecePos = move.getStart();
final Coordinate[] positions = {
new Coordinate(piecePos.getX() - 1, piecePos.getY() - 2),
new Coordinate(piecePos.getX() - 1, piecePos.getY() + 2),
new Coordinate(piecePos.getX() + 1, piecePos.getY() - 2),
new Coordinate(piecePos.getX() + 1, piecePos.getY() + 2),
new Coordinate(piecePos.getX() + 2, piecePos.getY() - 1),
new Coordinate(piecePos.getX() + 2, piecePos.getY() + 1),
new Coordinate(piecePos.getX() - 2, piecePos.getY() - 1),
new Coordinate(piecePos.getX() - 2, piecePos.getY() + 1),
};
for (int i = 0; i < positions.length; i++) {
if (this.move.getFinish().equals(positions[i]))
return true;
}
return false;
}
@Override
public Boolean visitPiece(Pawn pawn) {
Direction moveDirection = Direction.findDirection(this.move);
int directionIndexOffset = moveDirection.getIndexOffset();
int distance = this.move.traversedCells();
// Revoke moving backwards
if (directionIndexOffset * pawn.multiplier() > 0)
return false;
// Allowing straight moves
if (Math.abs(directionIndexOffset) == Math.abs(Direction.Front.getIndexOffset())) {
if (pawn.hasMoved())
return distance == 1;
return distance == 1 || distance == 2;
}
// Allowing small diagonal moves
if (directionIndexOffset * pawn.multiplier() == Direction.FrontLeft.getIndexOffset()
|| directionIndexOffset * pawn.multiplier() == Direction.FrontRight.getIndexOffset()) {
return distance == 1;
}
return false;
}
@Override
public Boolean visitPiece(Queen queen) {
Direction moveDirection = Direction.findDirection(this.move);
return moveDirection != Direction.Unset;
}
@Override
public Boolean visitPiece(Rook rook) {
Direction moveDirection = Direction.findDirection(this.move);
switch (moveDirection) {
case Front:
case Back:
case Left:
case Right:
return true;
default:
return false;
}
}
}

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package chess.model.rules;
import chess.model.ChessBoard;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Direction;
import chess.model.Move;
import chess.model.Piece;
import chess.model.PieceVisitor;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
/**
* Check if there are pieces in the path of a move.
*/
public class PiecePathChecker implements PieceVisitor<Boolean> {
private final ChessBoard board;
private final Move move;
public PiecePathChecker(ChessBoard board, Move move) {
this.move = move;
this.board = board;
}
public boolean isValid() {
if (this.move.getStart().equals(this.move.getFinish()))
return false;
Piece piece = this.board.pieceAt(move.getStart());
if (piece == null)
return false;
return visit(piece);
}
@Override
public Boolean visitPiece(Bishop bishop) {
return basicCheck(bishop);
}
@Override
public Boolean visitPiece(King king) {
return destCheck(king);
}
@Override
public Boolean visitPiece(Knight knight) {
return destCheck(knight);
}
@Override
public Boolean visitPiece(Queen queen) {
return basicCheck(queen);
}
@Override
public Boolean visitPiece(Rook rook) {
return basicCheck(rook);
}
@Override
public Boolean visitPiece(Pawn pawn) {
if (!new PermissiveRuleChecker(this.move).isValidFor(pawn))
return false;
Direction moveDirection = Direction.fromInt(Direction.findDirection(move).getIndexOffset() * pawn.multiplier());
if (moveDirection == Direction.Front)
return testPath(pawn.getColor()) && this.board.pieceAt(this.move.getFinish()) == null;
assert moveDirection == Direction.FrontLeft || moveDirection == Direction.FrontRight;
if (checkEnPassant())
return true;
Piece destPiece = this.board.pieceAt(this.move.getFinish());
if (destPiece == null)
return false;
return destPiece.getColor() != pawn.getColor();
}
private boolean checkEnPassant() {
Move lastMove = this.board.getLastMove();
if (lastMove == null)
return false;
Piece pieceToEat = this.board.pieceAt(lastMove.getFinish());
if (pieceToEat == null || !(pieceToEat instanceof Pawn))
return false;
Piece pawn = this.board.pieceAt(this.move.getStart());
if (pieceToEat.getColor() == pawn.getColor())
return false;
Direction lastMoveDir = Direction.findDirection(lastMove);
if ((lastMoveDir != Direction.Front && lastMoveDir != Direction.Back) || lastMove.traversedCells() != 2)
return false;
Coordinate middle = lastMove.getMiddle();
if (middle.equals(this.move.getFinish())
&& pieceToEat instanceof Pawn) {
this.move.setDeadPieceCoords(lastMove.getFinish());
return true;
}
return false;
}
private boolean destCheck(Piece piece) {
if (!new PermissiveRuleChecker(this.move).isValidFor(piece))
return false;
Piece destPiece = board.pieceAt(this.move.getFinish());
if (destPiece == null)
return true;
return destPiece.getColor() != piece.getColor();
}
private boolean basicCheck(Piece piece) {
if (!new PermissiveRuleChecker(this.move).isValidFor(piece))
return false;
return testPath(piece.getColor());
}
private boolean testPath(Color color) {
Direction moveDirection = Direction.findDirection(this.move);
int distance = this.move.traversedCells();
int stepIndex = move.getStart().toIndex();
for (int step = 0; step < distance; step++) {
stepIndex += moveDirection.getIndexOffset();
if (Coordinate.fromIndex(stepIndex).equals(move.getFinish())) {
Piece pieceDest = this.board.pieceAt(move.getFinish());
if (pieceDest == null)
return true;
return pieceDest.getColor() != color;
}
if (!this.board.isCellEmpty(Coordinate.fromIndex(stepIndex)))
return false;
}
return false;
}
}

View File

@@ -0,0 +1,237 @@
package chess.pgn;
import java.util.List;
import chess.controller.CommandExecutor;
import chess.controller.PlayerCommand;
import chess.controller.Command.CommandResult;
import chess.controller.commands.CastlingCommand;
import chess.controller.commands.GetPieceAtCommand;
import chess.controller.commands.GetPlayerMovesCommand;
import chess.controller.commands.MoveCommand;
import chess.controller.commands.NewGameCommand;
import chess.controller.commands.PromoteCommand;
import chess.controller.event.EmptyGameDispatcher;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Move;
import chess.model.Piece;
import chess.model.pieces.Pawn;
/**
* Export a game to PGN format.
*/
public class PgnExport {
private static final PiecePgnName piecePgnName = new PiecePgnName();
private static Piece pieceAt(CommandExecutor commandExecutor, Coordinate coordinate) {
GetPieceAtCommand cmd = new GetPieceAtCommand(coordinate);
commandExecutor.executeCommand(cmd);
return cmd.getPiece();
}
private static List<Move> playerMoves(CommandExecutor commandExecutor) {
GetPlayerMovesCommand cmd = new GetPlayerMovesCommand();
commandExecutor.executeCommand(cmd);
return cmd.getMoves();
}
private static String gameEnd(Game game) {
switch (game.checkGameStatus(game.getPlayerTurn())) {
case Draw:
case Pat:
return "1/2-1/2";
case CheckMate:
if (game.getPlayerTurn() == Color.White)
return "0-1";
return "1-0";
default:
return "";
}
}
/**
* Resolve PGN ambiguity in the case of two pieces of the same type able to move on the same square.
* @param cmdExec the command executor attached to the game
* @param pieceMove move of the piece
* @return the character that solves the eventual ambiguity, empty if no ambiguity to start with
*/
private static String resolveAmbiguity(CommandExecutor cmdExec, Move pieceMove) {
Piece movingPiece = pieceAt(cmdExec, pieceMove.getStart());
assert movingPiece != null;
if (movingPiece instanceof Pawn)
return "";
List<Move> moves = playerMoves(cmdExec);
for (Move move : moves) {
if (move.equals(pieceMove) || !move.getFinish().equals(pieceMove.getFinish()))
continue;
Piece otherPiece = pieceAt(cmdExec, move.getStart());
// checking type of piece
if (!otherPiece.getClass().equals(movingPiece.getClass()))
continue;
String startPos = toString(pieceMove.getStart());
if (move.getStart().getX() != pieceMove.getStart().getX())
// not on the same column
return Character.toString(startPos.charAt(0));
else
return Character.toString(startPos.charAt(1));
}
return "";
}
/**
* From a move, get the capture-part of the associated PGN string.
* @param move the move
* @param movingPiece the piece that is moving
* @return the capture string of the PGN move
*/
private static String capture(MoveCommand move, Piece movingPiece) {
String result = "";
if (move.getDeadPiece() != null) {
if (movingPiece instanceof Pawn) {
result += toString(move.getMove().getStart()).charAt(0);
}
result += "x";
}
return result;
}
private static String promote(PlayerCommand nextCommand) {
if (nextCommand != null && nextCommand instanceof PromoteCommand promoteCommand) {
String result = "=";
result += switch (promoteCommand.getPromoteType()) {
case Bishop -> "B";
case Knight -> "N";
case Queen -> "Q";
case Rook -> "R";
};
return result;
}
return "";
}
private static String castling(CastlingCommand castlingCommand) {
String result = "O-O";
if (castlingCommand.isBigCastling())
result += "-O";
return result;
}
private static String checkCheckMate(Game game) {
switch (game.checkGameStatus(game.getPlayerTurn())) {
case CheckMate:
return "#";
case Check:
return "+";
default:
return "";
}
}
private record MoveResult(String move, CommandResult commandResult) {
}
private static MoveResult printMove(PlayerCommand cmd, PlayerCommand nextCommand, Game virtualGame,
CommandExecutor executor) {
String result = "";
if (cmd instanceof MoveCommand move) {
Piece movingPiece = virtualGame.getBoard().pieceAt(move.getMove().getStart());
assert movingPiece != null;
// piece name
result += piecePgnName.visit(movingPiece);
// ambiguious start
result += resolveAmbiguity(executor, move.getMove());
// capture
result += capture(move, movingPiece);
// end cell
result += toString(move.getMove().getFinish());
// promote
result += promote(nextCommand);
} else if (cmd instanceof CastlingCommand castlingCommand) {
result += castling(castlingCommand);
}
CommandResult commandResult = executor.executeCommand(cmd);
// check or checkmate
result += checkCheckMate(virtualGame);
result += " ";
return new MoveResult(result, commandResult);
}
public static String exportGame(Game game) {
Game virtualGame = new Game();
CommandExecutor executor = new CommandExecutor(virtualGame, new EmptyGameDispatcher());
executor.executeCommand(new NewGameCommand());
List<PlayerCommand> commands = game.getMoves();
String result = "";
int tour = 1;
String lastMove = null;
for (int i = 0; i < commands.size(); i++) {
PlayerCommand cmd = commands.get(i);
PlayerCommand nextCommand = null;
if (i != commands.size() - 1) {
nextCommand = commands.get(i + 1);
}
MoveResult moveResult = printMove(cmd, nextCommand, virtualGame, executor);
if (moveResult.commandResult() == CommandResult.Moved && virtualGame.getPlayerTurn() == Color.Black) {
result += tour + ".";
tour++;
}
if (moveResult.commandResult() == CommandResult.ActionNeeded) {
lastMove = moveResult.move();
continue;
}
if (lastMove != null && moveResult.commandResult() == CommandResult.Moved){
result += lastMove;
lastMove = null;
continue;
}
result += moveResult.move();
}
return result + " " + gameEnd(virtualGame);
}
public static String toString(Coordinate coordinate) {
String letters = "abcdefgh";
String numbers = "87654321";
return Character.toString(letters.charAt(coordinate.getX())) + numbers.charAt(coordinate.getY());
}
}

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@@ -0,0 +1,16 @@
package chess.pgn;
import chess.controller.CommandExecutor;
import common.AssetManager;
/**
* Apply moves from a pgn file at the start of a game.
*/
public class PgnFileSimulator extends PgnSimulator{
public PgnFileSimulator(CommandExecutor commandExecutor, String fileName) {
super(commandExecutor, AssetManager.getResourceAsString(fileName));
}
}

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package chess.pgn;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Map;
import chess.controller.CommandExecutor;
import chess.controller.PlayerCommand;
import chess.controller.commands.CastlingCommand;
import chess.controller.commands.MoveCommand;
import chess.controller.commands.NewGameCommand;
import chess.controller.commands.PromoteCommand;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.controller.event.EmptyGameDispatcher;
import chess.model.ChessBoard;
import chess.model.Coordinate;
import chess.model.Game;
import chess.model.Move;
import chess.model.Piece;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
/**
* Import a game from PGN format.
*/
public class PgnImport {
private static final Map<String, Class<? extends Piece>> pieceMap = Map.of(
"K", King.class,
"Q", Queen.class,
"R", Rook.class,
"B", Bishop.class,
"N", Knight.class);
private static final Map<String, PromoteType> promoteMap = Map.of(
"Q", PromoteType.Queen,
"R", PromoteType.Rook,
"B", PromoteType.Bishop,
"N", PromoteType.Knight);
public static List<PlayerCommand> importGame(String pgnContent) {
String[] parts = pgnContent.split("\n\n");
// we just ignore headers
return getMoves(parts[parts.length - 1]);
}
private static final int COORDINATE_ANY = -1;
/**
* Parse the moves from a PGN string.
* @param unparsedMoves
* @return
*/
private static List<PlayerCommand> getMoves(String unparsedMoves) {
String[] moves = unparsedMoves.replaceAll("\\{.*?\\}", "") // Remove comments
.replaceAll("\\n", " ") // Remove new lines
.split("[\\s.]+"); // Split by whitespace and dots (trimming it also)
Game virtualGame = new Game();
CommandExecutor commandExecutor = new CommandExecutor(virtualGame, new EmptyGameDispatcher());
List<PlayerCommand> instructions = new ArrayList<>();
commandExecutor.executeCommand(new NewGameCommand());
for (int i = 0; i < moves.length; i++) {
if (i % 3 == 0)
continue;
String move = moves[i];
if (move.equals("1-0") || move.equals("0-1") || move.equals("1/2-1/2")) {
break; // End of the game
}
List<PlayerCommand> cmds = parseMove(move, virtualGame);
commandExecutor.executeCommands(cmds);
instructions.addAll(cmds);
}
return instructions;
}
/**
* Parse a move from the PGN format and plays it in the given game.
* @param move
* @param game
* @return
*/
private static List<PlayerCommand> parseMove(String move, Game game) {
if (move.equals("O-O-O"))
return Arrays.asList(new CastlingCommand(true));
if (move.equals("O-O"))
return Arrays.asList(new CastlingCommand(false));
move = move.replaceAll("[x|#|\\+]", "");
PromoteCommand promoteCommand = null;
if (move.contains("=")) {
String promoteString = move.substring(move.length() - 1);
promoteCommand = new PromoteCommand(promoteMap.get(promoteString));
move = move.substring(0, move.length() - 2);
}
Class<? extends Piece> pieceType = pieceMap.get(move.substring(0, 1));
if (pieceType == null)
pieceType = Pawn.class;
else
move = move.substring(1);
assert move.length() == 3 || move.length() == 2;
Coordinate ambiguity = new Coordinate(COORDINATE_ANY, COORDINATE_ANY);
// ambiguity
if (move.length() == 3) {
ambiguity = getAmbiguityPattern(move.charAt(0));
move = move.substring(1);
}
Coordinate dest = stringToCoordinate(move);
Coordinate start = getStartCoord(dest, pieceType, ambiguity, game);
List<PlayerCommand> cmds = new ArrayList<>();
cmds.add(new MoveCommand(new Move(start, dest)));
if (promoteCommand != null)
cmds.add(promoteCommand);
return cmds;
}
/**
* Get the start coordinate of a piece.
* @param dest the end position of the moving piece
* @param pieceType the type of the piece
* @param ambiguity coordinates of the moving piece, indicated with the constant COORDINATE_ANY.
* @param game the game
* @see COORDINATE_ANY
* @see getAmbiguityPattern
* @return the start coordinate of the piece
*/
private static Coordinate getStartCoord(Coordinate dest, Class<? extends Piece> pieceType, Coordinate ambiguity, Game game) {
final ChessBoard board = game.getBoard();
List<Coordinate> starts = board.getAllowedStarts(dest, game.getPlayerTurn());
assert !starts.isEmpty() : "No moves allowed!";
for (Coordinate start : starts) {
Piece piece = board.pieceAt(start);
if (piece.getClass().equals(pieceType) && coordPatternMatch(start, ambiguity))
return start;
}
assert false : "There is a small problem ...";
return null;
}
private static int getXCoord(char xPos) {
return xPos - 'a';
}
private static int getYCoord(char yPos) {
return Coordinate.VALUE_MAX - 1 - (yPos - '1');
}
private static boolean coordPatternMatch(Coordinate coord, Coordinate pattern) {
if (pattern.getX() != COORDINATE_ANY && coord.getX() != pattern.getX())
return false;
if (pattern.getY() != COORDINATE_ANY && coord.getY() != pattern.getY())
return false;
return true;
}
private static Coordinate getAmbiguityPattern(char amb) {
if (Character.isDigit(amb))
return new Coordinate(COORDINATE_ANY, getYCoord(amb));
return new Coordinate(getXCoord(amb), COORDINATE_ANY);
}
private static Coordinate stringToCoordinate(String coordinates) {
char xPos = coordinates.charAt(0);
char yPos = coordinates.charAt(1);
return new Coordinate(getXCoord(xPos), getYCoord(yPos));
}
}

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package chess.pgn;
import java.util.List;
import chess.controller.CommandExecutor;
import chess.controller.PlayerCommand;
import chess.controller.event.GameAdapter;
import common.Signal0;
/**
* Apply moves from a pgn string at the start of a game.
*/
public class PgnSimulator extends GameAdapter {
private final CommandExecutor commandExecutor;
private final String pgn;
public final Signal0 onComplete = new Signal0();
public PgnSimulator(CommandExecutor commandExecutor, String pgn) {
this.commandExecutor = commandExecutor;
this.pgn = pgn;
}
@Override
public void onGameStart() {
List<PlayerCommand> cmds = PgnImport.importGame(this.pgn);
this.commandExecutor.executeCommands(cmds);
this.onComplete.emit();
}
}

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package chess.pgn;
import chess.model.PieceVisitor;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
/**
* Visitor that returns the PGN name of a piece.
*/
public class PiecePgnName implements PieceVisitor<String> {
@Override
public String visitPiece(Bishop bishop) {
return "B";
}
@Override
public String visitPiece(King king) {
return "K";
}
@Override
public String visitPiece(Knight knight) {
return "N";
}
@Override
public String visitPiece(Pawn pawn) {
return "";
}
@Override
public String visitPiece(Queen queen) {
return "Q";
}
@Override
public String visitPiece(Rook rook) {
return "R";
}
}

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package chess.view.DDDrender;
import org.joml.Matrix4f;
import org.joml.Vector2f;
import org.joml.Vector3f;
import org.joml.Vector4f;
/**
* 3D camera
*/
public class Camera {
public static final float fov = 70.0f;
public static final float zNear = 0.01f;
public static final float zFar = 1000.0f;
private static final Vector3f up = new Vector3f(0.0f, -1.0f, 0.0f);
private static final Vector3f center = new Vector3f(0.0f, 0.0f, 0.0f);
private final float distance = 1.5f;
private final float camHeight = 1.5f;
private float aspectRatio;
private float angle;
private Vector3f pos;
public Camera() {
this.pos = new Vector3f(0.0f, camHeight, 0.0f);
setRotateAngle((float) Math.PI);
}
public void move(float x, float y) {
this.pos.x += x;
this.pos.y += y;
}
public void setRotateAngle(float angle) {
this.angle = angle;
updatePostion();
}
private void updatePostion() {
final float finalX = (float) Math.sin(angle);
final float finalZ = (float) -Math.cos(angle);
this.pos.set(distance * finalX, this.pos.get(1), distance * finalZ);
}
public float getRotateAngle() {
return angle;
}
public Vector3f getPos() {
return pos;
}
public float getFov() {
return fov;
}
public void setAspectRatio(float aspectRatio) {
this.aspectRatio = aspectRatio;
}
public Matrix4f getPerspectiveMatrix() {
return new Matrix4f().perspective((float) (Math.toRadians(fov)), aspectRatio, zNear, zFar);
}
public Matrix4f getViewMatrix() {
return new Matrix4f().lookAt(pos, center, up);
}
/**
* Performs a ray casting to find the selected cell by the cursor
* @return the position of the cell in world coordinates
*/
public Vector2f getCursorWorldFloorPos(Vector2f screenPos, int windowWidth, int windowHeight) {
float relativeX = (screenPos.x / (float) windowWidth * 2.0f) - 1.0f;
float relativeY = 1.0f - (screenPos.y / (float) windowHeight * 2.0f);
Vector4f rayClip = new Vector4f(relativeX, relativeY, -1.0f, 1.0f);
Vector4f rayEye = getPerspectiveMatrix().invert().transform(rayClip);
rayEye = new Vector4f(rayEye.x, rayEye.y, -1.0f, 0.0f);
Vector4f rayWorld = getViewMatrix().invert().transform(rayEye);
float lambda = -this.pos.y / rayWorld.y;
return new Vector2f(lambda * rayWorld.x + this.pos.x, lambda *
rayWorld.z + this.pos.z);
}
}

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package chess.view.DDDrender;
import java.io.Closeable;
import java.io.IOException;
import java.util.List;
import chess.view.DDDrender.opengl.VertexArray;
/**
* OpenGL model.
*/
public class DDDModel implements Closeable {
private final List<VertexArray> vaos;
public DDDModel(List<VertexArray> vaos) {
this.vaos = vaos;
}
public List<VertexArray> getVaos() {
return vaos;
}
@Override
public void close() throws IOException {
for (VertexArray vertexArray : vaos) {
vertexArray.close();
}
}
}

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package chess.view.DDDrender;
import org.joml.Vector2f;
import chess.model.Coordinate;
/**
* Helper functions to convert from 2D to 3D coordinates systems.
*/
public class DDDPlacement {
public static Vector2f coordinatesToVector(Coordinate coo) {
return coordinatesToVector(coo.getX(), coo.getY());
}
public static Vector2f coordinatesToVector(float x, float y) {
return new Vector2f(1.0f - 0.125f - x * 0.250f, 1.0f - 0.125f - y * 0.250f);
}
public static Coordinate vectorToCoordinates(Vector2f pos) {
int x = (int) ((1.0f - pos.x) * 4.0f);
int y = (int) ((1.0f - pos.y) * 4.0f);
return new Coordinate(x, y);
}
}

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package chess.view.DDDrender;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.function.Consumer;
import chess.controller.commands.*;
import chess.controller.commands.PromoteCommand.PromoteType;
import imgui.ImGui;
import imgui.ImVec2;
import imgui.flag.ImGuiCond;
import imgui.flag.ImGuiWindowFlags;
import org.joml.Vector2f;
import org.joml.Vector3f;
import chess.controller.Command.CommandResult;
import chess.controller.CommandExecutor;
import chess.controller.CommandSender;
import chess.controller.event.GameAdapter;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
import chess.model.Piece;
import chess.view.DDDrender.world.BoardEntity;
import chess.view.DDDrender.world.PieceEntity;
import chess.view.DDDrender.world.World;
public class DDDView extends GameAdapter implements CommandSender {
private static final Vector3f BLACK = new Vector3f(0.3f, 0.3f, 0.3f);
private static final Vector3f WHITE = new Vector3f(1.0f, 1.0f, 1.0f);
private static final Vector3f RED = new Vector3f(1.0f, 0.0f, 0.0f);
private static final Vector3f YELLOW = new Vector3f(1.0f, 1.0f, 0.0f);
private static final Vector3f BLUE = new Vector3f(0.0f, 0.0f, 1.0f);
private final CommandExecutor commandExecutor;
private final Window window;
private final World world;
private BoardEntity boardEntity;
private final Camera camera;
private Coordinate click = null;
private static final float animationTime = 0.5f; // in seconds
private static final int animationTurns = 1;
private float moveProgress = 0.0f;
private String waitingPopup = null;
public DDDView(CommandExecutor commandExecutor) {
this.commandExecutor = commandExecutor;
this.world = new World();
this.camera = new Camera();
this.window = new Window(new Renderer(), this.world, this.camera);
}
@Override
public CommandExecutor getCommandExecutor() {
return this.commandExecutor;
}
private void cancelClick() {
this.click = null;
}
private void setClick(Coordinate coordinate) {
this.click = coordinate;
}
/**
* Invoked when a cell is clicked. The first click selects the piece to move, the second click selects the destination.
* @param coordinate
*/
private void onCellClick(Coordinate coordinate) {
if (this.click == null) { // case: first click
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
if (allowedMoves.isEmpty()) { // case: no movement possible for piece
return;
}
setClick(coordinate);
previewMoves(coordinate);
return;
}
// case: second click
GetAllowedMovesPieceCommand movesCommand = new GetAllowedMovesPieceCommand(this.click);
if (sendCommand(movesCommand) == CommandResult.NotAllowed) { // case: invalid piece to move
cancelPreview(this.click);
cancelClick();
return;
}
List<Coordinate> allowedMoves = movesCommand.getDestinations();
if (allowedMoves.isEmpty()) { // case: no movement possible for piece
cancelPreview(this.click);
cancelClick();
return;
}
if (allowedMoves.contains(coordinate)) { // case: valid attempt to move
cancelPreview(this.click);
sendMove(new Move(click, coordinate));
cancelClick();
return;
}
if (coordinate != this.click) { // cases: invalid move, selecting another piece
cancelPreview(this.click);
previewMoves(coordinate);
setClick(coordinate);
return;
}
cancelClick(); // case: cancelling previous click
}
/**
* Show the possible moves of the piece at the given coordinates: the piece is highlighted in yellow, the allowed moves in red.
* @param coordinate
*/
private void previewMoves(Coordinate coordinate) {
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
if (allowedMoves.isEmpty())
return;
this.boardEntity.setCellColor(coordinate, RED);
this.world.getPiece(coordinate).setColor(RED);
for (Coordinate destCoord : allowedMoves) {
this.boardEntity.setCellColor(destCoord, YELLOW);
}
}
/**
* Invoked when a cell is hovered. The hovered cell is highlighted in red. If the cell contains a piece, its allowed moves are highlighted in red as well.
* @param coordinate
*/
private void onCellEnter(Coordinate coordinate) {
if (this.click == null) {
// small test turning a cell red when hovered
this.boardEntity.setCellColor(coordinate, RED);
PieceEntity pEntity = this.world.getPiece(coordinate);
if (pEntity == null)
return;
pEntity.setColor(RED);
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
if (allowedMoves.isEmpty())
return;
for (Coordinate destCoord : allowedMoves) {
this.boardEntity.setCellColor(destCoord, YELLOW);
}
}
}
/**
* Invoked when a cell is not hovered anymore, cancel that cell's preview.
* @param coordinate
*/
private void onCellExit(Coordinate coordinate) {
if (this.click == null) {
this.boardEntity.resetCellColor(coordinate);
Piece p = getPieceAt(coordinate);
if (p == null)
return;
PieceEntity pEntity = this.world.getPiece(coordinate);
if (pEntity == null)
return;
pEntity.setColor(p.getColor() == Color.White ? WHITE : BLACK);
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
if (allowedMoves.isEmpty())
return;
for (Coordinate destCoord : allowedMoves) {
this.boardEntity.resetCellColor(destCoord);
}
}
}
/**
* Cancel the preview of the moves for the given coordinates.
* @param coordinate
*/
private void cancelPreview(Coordinate coordinate) {
this.boardEntity.resetCellColor(coordinate);
Piece p = getPieceAt(coordinate);
if (p == null)
return;
this.world.getPiece(coordinate).setColor(p.getColor() == Color.White ? WHITE : BLACK);
List<Coordinate> allowedMoves = getPieceAllowedMoves(coordinate);
if (allowedMoves.isEmpty())
return;
for (Coordinate destCoord : allowedMoves) {
this.boardEntity.resetCellColor(destCoord);
}
}
/**
* Start the game by initializing the board, creating the events, and starting the game loop.
*/
@Override
public void onGameStart() {
this.window.scheduleTask(() -> {
try {
initBoard();
} catch (IOException e) {
e.printStackTrace();
}
// start listening to mouse events
this.window.OnCellClick.connect(this::onCellClick);
this.window.OnCellEnter.connect(this::onCellEnter);
this.window.OnCellExit.connect(this::onCellExit);
this.window.OnImGuiTopRender.connect(this::onHeaderRender);
this.window.OnImGuiBottomRender.connect(this::onFooterRender);
synchronized (this) {
notifyAll();
}
});
synchronized (this) {
try {
wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
private void onHeaderRender() {
ImGui.text("FPS : " + (int) ImGui.getIO().getFramerate());
}
/**
* Render the footer of the window.
*/
private void onFooterRender() {
ImGui.beginDisabled(!canDoCastling());
if (ImGui.button("Roque")) {
sendCastling();
}
ImGui.endDisabled();
ImGui.sameLine();
ImGui.beginDisabled(!canDoBigCastling());
if (ImGui.button("Grand Roque")) {
sendBigCastling();
}
ImGui.endDisabled();
ImGui.sameLine();
if (ImGui.button("Annuler le coup précédent")) {
sendUndo();
}
openPopup();
renderPopups();
}
private void openPopup() {
if (waitingPopup != null) {
ImGui.openPopup(waitingPopup);
waitingPopup = null;
}
}
/**
* Create the 3D piece at the given coordinates
* @param piece the piece to create
* @param coordinate the coordinates of the piece
* @return the piece entity
* @throws IOException
*/
private PieceEntity createDefault(Piece piece, Coordinate coordinate) throws IOException {
Vector2f pieceBoardPos = DDDPlacement.coordinatesToVector(coordinate);
Vector3f pieceWorldPos = new Vector3f(pieceBoardPos.x(), 0, pieceBoardPos.y());
return new PieceEntity(piece, pieceWorldPos,
piece.getColor() == Color.White ? WHITE : BLACK,
piece.getColor() == Color.White ? 0.0f : (float) Math.PI);
}
/**
* Create the 3D board and add the pieces.
* @throws IOException
*/
private void initBoard() throws IOException {
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Coordinate pos = new Coordinate(i, j);
Piece piece = getPieceAt(pos);
if (piece == null)
continue;
this.world.addPiece(createDefault(piece, pos), pos);
}
}
this.boardEntity = new BoardEntity();
this.world.addEntity(this.boardEntity);
}
/**
* Calculate the position of the point at the t position on a Bezier curve spanning from the begin point to the end point and goign through the control point.
* @param begin begin
* @param middle control point
* @param end end
* @param t between 0 and 1
* @return the point
*/
private Vector3f bezierCurve(Vector3f begin, Vector3f middle, Vector3f end, float t) {
return begin.mul((1.0f - t) * (1.0f - t)).add(middle.mul(2.0f * t * (1.0f - t))).add(end.mul(t * t));
}
/**
* Move the piece on the board according to the given move. Called in a loop to animate the movement.
* @param progress the proportion of the animation already done
* @param piece
* @param move
*/
private void pieceTick(float progress, PieceEntity piece, Move move) {
float height = 1; // how high the piece is raised
Vector2f pieceStartBoard = DDDPlacement.coordinatesToVector(move.getStart());
Vector2f pieceDestinationBoard = DDDPlacement.coordinatesToVector(move.getFinish());
Vector3f start = new Vector3f(pieceStartBoard.x(), 0, pieceStartBoard.y());
Vector3f top = new Vector3f(pieceDestinationBoard.x() - pieceStartBoard.x(), height,
pieceDestinationBoard.y() - pieceStartBoard.y());
Vector3f end = new Vector3f(pieceDestinationBoard.x(), 0, pieceDestinationBoard.y());
piece.setPosition(bezierCurve(start, top, end, progress));
}
/**
* Move the pieces on the board according to the given moves.
* @param moves
*/
private void move3DPieces(List<Move> moves) {
final List<PieceEntity> pEntities = new ArrayList<>(moves.size());
final List<Consumer<Float>> consumers = new ArrayList<>(moves.size());
this.moveProgress = 0.0f;
for (Move move : moves) {
final PieceEntity pEntity = this.world.getPiece(move.getStart());
final Consumer<Float> moveConsumer = (delta) -> {
this.moveProgress += delta / animationTime / (float) moves.size();
pieceTick(this.moveProgress, pEntity, move);
};
pEntities.add(pEntity);
consumers.add(moveConsumer);
this.window.addRegularTask(moveConsumer);
}
try {
Thread.sleep((long) (animationTime * 1000.0f));
} catch (InterruptedException e) {
}
for (int i = 0; i < moves.size(); i++) {
final Move move = moves.get(i);
final Consumer<Float> moveConsumer = consumers.get(i);
final PieceEntity pEntity = pEntities.get(i);
this.window.removeRegularTask(moveConsumer);
Vector2f pieceDestBoardPos = DDDPlacement.coordinatesToVector(move.getFinish());
Vector3f pieceDestWorldPos = new Vector3f(pieceDestBoardPos.x(), 0, pieceDestBoardPos.y());
final PieceEntity pDead = this.world.getPiece(move.getDeadPieceCoords());
this.world.setPieceCoords(null, move.getDeadPieceCoords());
// we must do that on the rendering thread to avoid
// ConcurrentModificationException
this.window.scheduleTask(() -> this.world.ejectPiece(pDead));
pEntity.setPosition(pieceDestWorldPos);
this.world.movePiece(pEntity, move);
}
}
@Override
public void onMove(Move move, boolean captured) {
move3DPieces(List.of(move));
}
/**
* Rotate the camera. Calles in a loop to animate the rotation.
* @param delta the proportion of the animation already done
*/
private void cameraTick(float delta) {
int oddAnimationTurn = (2 * (animationTurns - 1)) + 1;
final float angle = (float) Math.PI;
this.camera.setRotateAngle(this.camera.getRotateAngle() + angle * delta * oddAnimationTurn / animationTime);
}
/**
* Rotate the camera so the current player faces his enemy's pieces.
*/
private void cameraRotate() {
float end = this.camera.getRotateAngle() + (float) Math.PI;
Consumer<Float> rotationConsumer = this::cameraTick;
this.window.addRegularTask(rotationConsumer);
try {
Thread.sleep((long) (animationTime * 1000.0f));
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
this.window.removeRegularTask(rotationConsumer);
this.camera.setRotateAngle(end);
}
@Override
public void onPlayerTurn(Color color, boolean undone) {
cameraRotate();
}
/**
* Run the game.
*/
public void run() {
this.window.run();
// free OpenGL resources
try {
this.window.close();
this.world.close();
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* Render a popup with the given title and content.
* @param title
* @param content
*/
private void renderPopup(String title, Runnable content) {
ImVec2 center = ImGui.getMainViewport().getCenter();
ImGui.setNextWindowPos(center, ImGuiCond.Appearing, new ImVec2(0.5f, 0.5f));
if (ImGui.beginPopupModal(title, null, ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoMove)) {
content.run();
if (ImGui.button("Close")) {
closeCurrentPopup();
}
ImGui.endPopup();
}
}
private void closeCurrentPopup() {
ImGui.closeCurrentPopup();
synchronized (this) {
notifyAll();
}
}
private void renderPopup(String title, String text) {
renderPopup(title, () -> ImGui.text(text));
}
/**
* Open the promotion dialog.
*/
private void renderPromoteDialog() {
renderPopup("Promotion", () -> {
ImGui.text("Select the promotion type :");
for (PromoteType promoteType : PromoteType.values()) {
if (ImGui.button(promoteType.toString())) {
sendPawnPromotion(promoteType);
closeCurrentPopup();
}
ImGui.sameLine();
}
ImGui.newLine();
});
}
/**
* List of possible popups.
*/
private void renderPopups() {
renderPopup("Check", "Your king is in check");
renderPopup("Checkmate", "Checkmate, it's a win!");
renderPromoteDialog();
renderPopup("Pat", "It's a pat!");
renderPopup("Tie", "It's a tie!");
renderPopup("White surrender", "The white player has surrendered!");
renderPopup("Black surrender", "The black player has surrendered!");
renderPopup("White victory", "The white player has won !");
renderPopup("Black victory", "The black player has won !");
renderPopup("End", "End of the game, thank you for playing!");
}
/**
* Open the popup identified by the given title and block the current thread until the popup is closed.
* @param title the title of the popup to open
*/
private void openPopup(String title) {
this.waitingPopup = title;
// block the current thread until the popup is closed
synchronized (this) {
try {
wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
@Override
public void onKingInCheck() {
openPopup("Check");
}
@Override
public void onDraw() {
openPopup("Tie");
}
@Override
public void onKingInMat() {
openPopup("Checkmate");
}
@Override
public void onGameEnd() {
openPopup("End");
this.window.stop();
}
@Override
public void onWin(Color color) {
openPopup(color == Color.White ? "Black victory" : "White victory");
}
@Override
public void onPatSituation() {
openPopup("Pat");
}
@Override
public void onSurrender(Color color) {
openPopup(color == Color.White ? "White surrender" : "Black surrender");
}
@Override
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
move3DPieces(List.of(kingMove, rookMove));
}
@Override
public void onPromotePawn(Coordinate pieceCoords) {
openPopup("Promotion");
}
/**
* Update the view with the promoted piece
*/
@Override
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
this.window.scheduleTask(() -> {
this.world.ejectPiece(this.world.getPiece(coordinate));
try {
this.world.addPiece(createDefault(getPieceAt(coordinate), coordinate), coordinate);
} catch (IOException e) {
e.printStackTrace();
}
});
}
}

View File

@@ -0,0 +1,80 @@
package chess.view.DDDrender;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
import java.io.Closeable;
import java.io.IOException;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.lwjgl.opengl.GL30;
import chess.view.DDDrender.opengl.FrameBuffer;
import chess.view.DDDrender.opengl.VertexArray;
import chess.view.DDDrender.shader.BoardShader;
import chess.view.DDDrender.shader.PieceShader;
import chess.view.DDDrender.shader.ShaderProgram;
/**
* Basic 3D renderer
*/
public class Renderer implements Closeable {
private BoardShader boardShader;
private PieceShader pieceShader;
private FrameBuffer frameBuffer;
public Renderer() {
this.boardShader = new BoardShader();
this.pieceShader = new PieceShader();
}
public void Init(float windowWidth, float widowHeight) {
boardShader.LoadShader();
pieceShader.LoadShader();
this.frameBuffer = new FrameBuffer((int) windowWidth, (int) (widowHeight * 8.0f / 10.0f));
}
public void Update(Camera cam) {
this.boardShader.Start();
this.boardShader.SetCamMatrix(cam);
this.pieceShader.Start();
this.pieceShader.SetCamMatrix(cam);
}
public void Render(DDDModel model, Vector3f color, Matrix4f transform) {
this.pieceShader.Start();
this.pieceShader.setModelColor(color);
this.pieceShader.setModelTransform(transform);
Render(model);
}
public void Render(DDDModel model) {
for (int i = 0; i < model.getVaos().size(); i++) {
VertexArray vao = model.getVaos().get(i);
RenderVao(this.pieceShader, vao);
}
}
public void RenderVao(ShaderProgram shader, VertexArray vertexArray) {
shader.Start();
vertexArray.Bind();
GL30.glDrawElements(GL30.GL_TRIANGLES, vertexArray.GetVertexCount(), GL_UNSIGNED_INT, 0);
vertexArray.Unbind();
}
public FrameBuffer getFrameBuffer() {
return frameBuffer;
}
public BoardShader getBoardShader() {
return boardShader;
}
@Override
public void close() throws IOException {
this.boardShader.close();
this.pieceShader.close();
this.frameBuffer.close();
}
}

View File

@@ -0,0 +1,363 @@
package chess.view.DDDrender;
import common.AssetManager;
import common.Signal0;
import org.joml.Vector2f;
import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import chess.model.Coordinate;
import chess.view.DDDrender.opengl.FrameBuffer;
import chess.view.DDDrender.world.Entity;
import chess.view.DDDrender.world.World;
import common.Signal1;
import imgui.ImFontConfig;
import imgui.ImGui;
import imgui.ImVec2;
import imgui.flag.ImGuiWindowFlags;
import imgui.gl3.ImGuiImplGl3;
import imgui.glfw.ImGuiImplGlfw;
import imgui.type.ImBoolean;
import imgui.type.ImInt;
import java.io.Closeable;
import java.io.IOException;
import java.nio.*;
import java.util.ArrayList;
import java.util.List;
import java.util.Queue;
import java.util.concurrent.ConcurrentLinkedDeque;
import java.util.function.Consumer;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* GLFW window.
*/
public class Window implements Closeable {
// The window handle
private long window;
private final ImGuiImplGl3 implGl3 = new ImGuiImplGl3();
private final ImGuiImplGlfw implGlfw = new ImGuiImplGlfw();
private Renderer renderer;
private final Camera cam;
private final World world;
private final Queue<Runnable> tasks;
private final List<Consumer<Float>> regularTasks;
private Coordinate lastCell = null;
public final Signal1<Coordinate> OnCellClick = new Signal1<>();
public final Signal1<Coordinate> OnCellEnter = new Signal1<>();
public final Signal1<Coordinate> OnCellExit = new Signal1<>();
public final Signal0 OnImGuiTopRender = new Signal0();
public final Signal0 OnImGuiBottomRender = new Signal0();
private ImInt detailLevel = new ImInt(10);
private ImBoolean pixelatedFrame = new ImBoolean(true);
private boolean shouldBeClosed = false;
public Window(Renderer renderer, World world, Camera camera) {
this.renderer = new Renderer();
this.cam = camera;
this.tasks = new ConcurrentLinkedDeque<>();
this.world = world;
this.regularTasks = new ArrayList<>();
}
/**
* Add a task to be executed in the next frames.
* @param task
*/
public synchronized void addRegularTask(Consumer<Float> task) {
this.regularTasks.add(task);
}
/**
* Remove a task that had been set to be executed in the next frames.
* @param task
*/
public synchronized void removeRegularTask(Consumer<Float> task) {this.regularTasks.remove(task);}
/**
* Schedule a task to be executed in the next frame (3d thread).
* @param runnable
*/
public synchronized void scheduleTask(Runnable runnable) {
this.tasks.add(runnable);
}
/**
* Get the next task to be executed.
* @return
*/
private synchronized Runnable getNextTask() {
return this.tasks.poll();
}
/**
* Run the window.
*/
public void run() {
System.out.println("LWJGL " + Version.getVersion() + "!");
init();
loop();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
implGl3.shutdown();
implGlfw.shutdown();
ImGui.destroyContext();
}
/**
* Set the configuration of ImGui
*/
private void initImGui() {
ImGui.setCurrentContext(ImGui.createContext());
implGl3.init("#version 330");
implGlfw.init(window, true);
ImFontConfig config = new ImFontConfig();
config.setFontDataOwnedByAtlas(false);
try {
ImGui.getIO().getFonts().addFontFromMemoryTTF(AssetManager.getResource("fonts/comic.ttf").readAllBytes(),
50.0f, config);
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* Initialize the window.
*/
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if (!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(1000, 1000, "3DChess", NULL, NULL);
if (window == NULL)
throw new RuntimeException("Failed to create the GLFW window");
// Get the thread stack and push a new frame
try (MemoryStack stack = stackPush()) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2);
glfwSetWindowSize(window, vidmode.width(), vidmode.height());
// Make the OpenGL context current
glfwMakeContextCurrent(window);
GL.createCapabilities();
initImGui();
renderer.Init(vidmode.width(), vidmode.height());
} // the stack frame is popped automatically
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
}
private void render(float delta, float aspectRatio) {
final FrameBuffer frameBuffer = this.renderer.getFrameBuffer();
cam.setAspectRatio(frameBuffer.getAspectRatio());
frameBuffer.Bind();
frameBuffer.Clear();
renderer.Update(cam);
renderWorld();
frameBuffer.Unbind();
}
private void renderWorld() {
for (Entity entity : this.world.getEntites()) {
entity.render(this.renderer);
}
}
/**
* Execute the tasks in the queue.
* @param delta time since the last frame
*/
private synchronized void executeTasks(float delta) {
Runnable task = getNextTask();
while (task != null) {
task.run();
task = getNextTask();
}
for (Consumer<Float> consumer : regularTasks) {
consumer.accept(delta);
}
}
/**
* Check the cursor position to identify the cell under it.
* @param cursorPosX position of cursor on the x axis
* @param cursorPosY position of cursor on the y axis
* @param windowWidth width of the window
* @param windowHeight height of the window
*/
private void checkCursor(float cursorPosX, float cursorPosY, int windowWidth, int windowHeight) {
Vector2f cursorPos = this.cam.getCursorWorldFloorPos(new Vector2f(cursorPosX, cursorPosY), windowWidth,
windowHeight);
Coordinate selectedCell = DDDPlacement.vectorToCoordinates(cursorPos);
if (this.lastCell == null) {
this.lastCell = selectedCell;
if (selectedCell.isValid())
this.OnCellEnter.emit(selectedCell);
} else if (!this.lastCell.equals(selectedCell)) {
if (this.lastCell.isValid())
this.OnCellExit.emit(this.lastCell);
if (selectedCell.isValid())
this.OnCellEnter.emit(selectedCell);
this.lastCell = selectedCell;
}
if (ImGui.getIO().getMouseClicked(0)) {
if (this.lastCell != null && this.lastCell.isValid())
this.OnCellClick.emit(this.lastCell);
}
}
private void newFrame() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
implGlfw.newFrame();
implGl3.newFrame();
ImGui.newFrame();
}
private void renderWindow() {
ImGui.showDemoWindow();
final FrameBuffer frameBuffer = this.renderer.getFrameBuffer();
final int frameWidth = (int) ImGui.getIO().getDisplaySizeX();
final int frameHeight = (int) (ImGui.getIO().getDisplaySizeY() * 8.0f / 10.0f);
ImGui.setNextWindowSize(ImGui.getIO().getDisplaySize());
ImGui.setNextWindowPos(new ImVec2());
ImGui.begin("Main Window", ImGuiWindowFlags.NoDecoration);
this.OnImGuiTopRender.emit();
ImVec2 mousePos = ImGui.getIO().getMousePos();
ImVec2 framePos = ImGui.getCursorScreenPos();
checkCursor(mousePos.x - framePos.x, frameHeight - (mousePos.y - framePos.y), frameWidth, frameHeight);
ImGui.image(frameBuffer.getRenderTexture(), new ImVec2(frameWidth, frameHeight));
this.OnImGuiBottomRender.emit();
if(ImGui.sliderInt("Niveau de détail", detailLevel.getData(), 1, 10)){
frameBuffer.Resize((int) ((float) frameWidth * detailLevel.get() / 10.0f), (int) ((float) frameHeight * detailLevel.get() / 10.0f));
}
if (ImGui.checkbox("Minecraft", pixelatedFrame)) {
frameBuffer.SetPixelScaling(pixelatedFrame.get());
}
ImGui.end();
}
/**
* Keep on rendering until the user close the window.
*/
private void loop() {
// Set the clear color
glClearColor(0.4f, 0.4f, 0.6f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glFrontFace(GL_CW);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
int width[] = new int[1];
int height[] = new int[1];
glfwGetWindowSize(window, width, height);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while (!shouldBeClosed && !glfwWindowShouldClose(window)) {
newFrame();
render(ImGui.getIO().getDeltaTime(), (float) width[0] / (float) height[0]);
renderWindow();
ImGui.render();
implGl3.renderDrawData(ImGui.getDrawData());
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
executeTasks(ImGui.getIO().getDeltaTime());
glfwGetWindowSize(window, width, height);
glViewport(0, 0, width[0], height[0]);
}
}
/**
* Closes the window
*/
public void stop() {
shouldBeClosed = true;
}
@Override
public void close() throws IOException {
shouldBeClosed = true;
this.renderer.close();
}
}

View File

@@ -1,30 +1,27 @@
package chess.view.render3D;
package chess.view.DDDrender.loader;
import org.joml.Vector3f;
import org.lwjgl.opengl.*;
import static org.lwjgl.opengl.GL30.*;
import chess.view.render3D.shader.BoardShader;
import chess.view.DDDrender.opengl.ElementBuffer;
import chess.view.DDDrender.opengl.VertexArray;
import chess.view.DDDrender.opengl.VertexBuffer;
public class Renderer {
private BoardShader shader;
private VertexArray vao;
public class BoardModelLoader {
private static int BOARD_WIDTH = 8;
private static int BOARD_HEIGHT = 8;
private static int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
private static int SQUARE_VERTEX_COUNT = 4;
private static final int BOARD_WIDTH = 8;
private static final int BOARD_HEIGHT = 8;
private static final int BOARD_SIZE = BOARD_WIDTH * BOARD_HEIGHT;
private static final int SQUARE_VERTEX_COUNT = 4;
public Renderer() {
this.shader = new BoardShader();
}
public void Init() {
shader.LoadShader();
InitBoard();
}
private float[] GetBoardPositions() {
private static final Vector3f WHITE = new Vector3f(1, 1, 1);
private static final Vector3f BLACK = new Vector3f(0, 0, 0);
/**
* Create the points to make a 3D board.
* Note of developers: "Trust me on this one, bro".
* @return array of 3D points, corressponding to the cells composing the board
*/
private static float[] GetBoardPositions() {
float[] positions = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
for (int i = 0; i < BOARD_WIDTH; i++) {
for (int j = 0; j < BOARD_HEIGHT; j++) {
@@ -58,16 +55,16 @@ public class Renderer {
return positions;
}
private float[] GetBoardColors() {
/**
* Assign each cell of the bopard to a color.
* Note of developers: "Why are you even reading this ?"
* @return array of colors, corresponding to the cells composing the board
*/
private static float[] GetBoardColors() {
float[] colors = new float[BOARD_SIZE * SQUARE_VERTEX_COUNT * 3];
for (int i = 0; i < BOARD_WIDTH; i++) {
for (int j = 0; j < BOARD_HEIGHT; j++) {
Vector3f color;
if ((i + j) % 2 != 0) {
color = new Vector3f(1.0f, 1.0f, 1.0f);
} else {
color = new Vector3f(0.0f, 0.0f, 0.0f);
}
Vector3f color = (i + j) % 2 == 0 ? WHITE : BLACK;
int squareIndex = i * BOARD_WIDTH + j;
for (int k = 0; k < SQUARE_VERTEX_COUNT; k++) {
colors[squareIndex * SQUARE_VERTEX_COUNT * 3 + k * 3] = color.x;
@@ -79,12 +76,17 @@ public class Renderer {
return colors;
}
private int[] GetBoardIndicies() {
/**
* Return which points compose each cell.
* Note of developers: "You should stop before you have an heart attack"
* @return array of indicies, corresponding to the cells composing the board
*/
private static int[] GetBoardIndicies() {
int[] indices = new int[BOARD_SIZE * 6];
for (int i = 0; i < BOARD_SIZE; i++) {
indices[i * 6] = i * 4;
indices[i * 6 + 1] = i * 4 + 1;
indices[i * 6 + 2] = i * 4 + 2;
indices[i * 6 + 1] = i * 4 + 2;
indices[i * 6 + 2] = i * 4 + 1;
indices[i * 6 + 3] = i * 4 + 1;
indices[i * 6 + 4] = i * 4 + 2;
indices[i * 6 + 5] = i * 4 + 3;
@@ -92,9 +94,14 @@ public class Renderer {
return indices;
}
private void InitBoard() {
/**
* Create an OpenGL VertexArrayObject (VAO) using all of the functions above for data.
* Note of developers : "Stop annoying me and go read the doc of OpenGL yourself. Please?"
* @return the VAO
*/
public static VertexArray GetBoardModel() {
ElementBuffer eBuffer = new ElementBuffer(GetBoardIndicies());
this.vao = new VertexArray(eBuffer);
VertexArray vao = new VertexArray(eBuffer);
VertexBuffer positionBuffer = new VertexBuffer(GetBoardPositions(), 3);
positionBuffer.AddVertexAttribPointer(0, 3, 0);
@@ -102,22 +109,10 @@ public class Renderer {
VertexBuffer colorBuffer = new VertexBuffer(GetBoardColors(), 3);
colorBuffer.AddVertexAttribPointer(1, 3, 0);
this.vao.Bind();
this.vao.BindVertexBuffer(positionBuffer);
this.vao.BindVertexBuffer(colorBuffer);
this.vao.Unbind();
}
public void Render(Camera cam) {
this.shader.Start();
this.shader.SetCamMatrix(cam.getMatrix());
RenderVao(vao);
}
public void RenderVao(VertexArray vertexArray) {
this.shader.Start();
vertexArray.Bind();
GL30.glDrawElements(GL30.GL_TRIANGLES, vertexArray.GetVertexCount(), GL_UNSIGNED_INT, 0);
vertexArray.Unbind();
vao.Bind();
vao.BindVertexBuffer(positionBuffer);
vao.BindVertexBuffer(colorBuffer);
vao.Unbind();
return vao;
}
}

View File

@@ -0,0 +1,151 @@
package chess.view.DDDrender.loader;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.List;
import org.lwjgl.assimp.AIFace.Buffer;
import org.lwjgl.assimp.AIMesh;
import org.lwjgl.assimp.AINode;
import org.lwjgl.assimp.AIScene;
import org.lwjgl.assimp.AIVector3D;
import org.lwjgl.assimp.Assimp;
import org.lwjgl.system.MemoryUtil;
import chess.view.DDDrender.DDDModel;
import chess.view.DDDrender.opengl.ElementBuffer;
import chess.view.DDDrender.opengl.VertexArray;
import chess.view.DDDrender.opengl.VertexBuffer;
import common.AssetManager;
public class ModelLoader {
private static final int VERTEX_SIZE = 3;
private static final int VERTEX_POSITION_INDEX = 0;
private static final int VERTEX_NORMAL_INDEX = 1;
/**
* Note of developers: "Kill me please"
*/
private static float[] toFloatArray(List<Float> list) {
float[] result = new float[list.size()];
for (int i = 0; i < list.size(); i++) {
result[i] = list.get(i);
}
return result;
}
/**
* Note of developers : "I'd rather write assembly code than watch this again"
*/
private static int[] toIntArray(List<Integer> list) {
int[] result = new int[list.size()];
for (int i = 0; i < list.size(); i++) {
result[i] = list.get(i);
}
return result;
}
/**
* Process a mesh and create a vertex array object from it.
* @param mesh the mesh to process
* @param scene the model scene
* @return
*/
private static VertexArray processMesh(AIMesh mesh, AIScene scene) {
List<Float> positions = new ArrayList<>();
List<Float> normals = new ArrayList<>();
List<Integer> indicies = new ArrayList<>();
Buffer faces = mesh.mFaces();
int faceNumber = mesh.mNumFaces();
for (int i = 0; i < faceNumber; i++) {
IntBuffer faceIndicies = faces.get(i).mIndices();
for (int j = 0; j < faceIndicies.capacity(); j++) {
indicies.add(faceIndicies.get(j));
}
}
int vertNumber = mesh.mNumVertices();
org.lwjgl.assimp.AIVector3D.Buffer vertecies = mesh.mVertices();
for (int i = 0; i < vertNumber; i++) {
AIVector3D vertex = vertecies.get(i);
positions.add(vertex.x());
positions.add(vertex.y());
positions.add(vertex.z());
}
org.lwjgl.assimp.AIVector3D.Buffer vertexNormals = mesh.mNormals();
for (int i = 0; i < vertNumber; i++) {
AIVector3D normal = vertexNormals.get(i);
normals.add(normal.x());
normals.add(normal.y());
normals.add(normal.z());
}
VertexBuffer positionVBO = new VertexBuffer(toFloatArray(positions), VERTEX_SIZE);
positionVBO.AddVertexAttribPointer(VERTEX_POSITION_INDEX, VERTEX_SIZE, 0);
VertexBuffer normalVBO = new VertexBuffer(toFloatArray(normals), VERTEX_SIZE);
normalVBO.AddVertexAttribPointer(VERTEX_NORMAL_INDEX, VERTEX_SIZE, 0);
VertexArray vao = new VertexArray(new ElementBuffer(toIntArray(indicies)));
vao.Bind();
vao.BindVertexBuffer(positionVBO);
vao.BindVertexBuffer(normalVBO);
vao.Unbind();
return vao;
}
/**
* Recursively process a node and its children.
* @param node
* @param scene
* @param meshes
*/
private static void processNode(AINode node, AIScene scene, List<VertexArray> meshes) {
for (int i = 0; i < node.mNumChildren(); i++) {
AINode child = AINode.create(node.mChildren().get(i));
processNode(child, scene, meshes);
}
for (int i = 0; i < node.mNumMeshes(); i++) {
AIMesh mesh = AIMesh.create(scene.mMeshes().get(node.mMeshes().get(i)));
meshes.add(processMesh(mesh, scene));
}
}
/**
* Load a 3D model from a file (usually .fbx)
*/
public static DDDModel loadModel(String filename) throws IOException {
InputStream input = AssetManager.getResource(filename);
byte[] buffer = input.readAllBytes();
ByteBuffer data = MemoryUtil.memCalloc(buffer.length);
data.put(buffer);
data.flip();
AIScene scene = Assimp.aiImportFileFromMemory(
data,
Assimp.aiProcess_Triangulate | Assimp.aiProcess_PreTransformVertices | Assimp.aiProcess_GlobalScale
| Assimp.aiProcess_ValidateDataStructure,
"");
if (scene == null)
System.err.println(Assimp.aiGetErrorString());
List<VertexArray> vertecies = new ArrayList<>();
processNode(scene.mRootNode(), scene, vertecies);
MemoryUtil.memFree(data);
return new DDDModel(vertecies);
}
}

View File

@@ -0,0 +1,78 @@
package chess.view.DDDrender.loader;
import java.io.IOException;
import java.util.HashMap;
import java.util.Map;
import chess.model.Color;
import chess.model.Piece;
import chess.model.PieceVisitor;
import chess.model.pieces.Bishop;
import chess.model.pieces.King;
import chess.model.pieces.Knight;
import chess.model.pieces.Pawn;
import chess.model.pieces.Queen;
import chess.model.pieces.Rook;
import chess.view.DDDrender.DDDModel;
/**
* Visitor that returns the 3d model of a piece.
*/
public class Piece3DModel implements PieceVisitor<String> {
private static final String basePath = "3d/";
private static final Map<String, DDDModel> cache = new HashMap<>();
public DDDModel getModel(Piece piece) throws IOException {
if (piece == null)
return null;
String path = basePath + colorToString(piece.getColor()) + "-" + visit(piece) + ".fbx";
return getModel(path);
}
private DDDModel getModel(String path) throws IOException {
DDDModel model = cache.get(path);
if (model != null)
return model;
model = ModelLoader.loadModel(path);
cache.put(path, model);
return model;
}
private String colorToString(Color color) {
return color == Color.Black ? "black" : "white";
}
@Override
public String visitPiece(Bishop bishop) {
return "bishop";
}
@Override
public String visitPiece(King king) {
return "king";
}
@Override
public String visitPiece(Knight knight) {
return "knight";
}
@Override
public String visitPiece(Pawn pawn) {
return "pawn";
}
@Override
public String visitPiece(Queen queen) {
return "queen";
}
@Override
public String visitPiece(Rook rook) {
return "rook";
}
}

View File

@@ -1,10 +1,13 @@
package chess.view.render3D;
package chess.view.DDDrender.opengl;
import java.io.Closeable;
import java.io.IOException;
import org.lwjgl.opengl.GL30;
public class ElementBuffer {
private int id;
private int indiciesCount;
public class ElementBuffer implements Closeable {
private final int id;
private final int indiciesCount;
public ElementBuffer(int[] indicies) {
this.indiciesCount = indicies.length;
@@ -15,10 +18,6 @@ public class ElementBuffer {
Unbind();
}
public void Destroy() {
GL30.glDeleteBuffers(this.id);
}
public void Bind() {
GL30.glBindBuffer(GL30.GL_ELEMENT_ARRAY_BUFFER, this.id);
}
@@ -30,4 +29,9 @@ public class ElementBuffer {
public int GetIndiciesCount() {
return this.indiciesCount;
}
@Override
public void close() throws IOException {
GL30.glDeleteBuffers(this.id);
}
}

View File

@@ -0,0 +1,116 @@
package chess.view.DDDrender.opengl;
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_COMPONENT;
import static org.lwjgl.opengl.GL11.GL_RGB;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE;
import static org.lwjgl.opengl.GL11.glBindTexture;
import static org.lwjgl.opengl.GL11.glClear;
import static org.lwjgl.opengl.GL11.glTexImage2D;
import static org.lwjgl.opengl.GL11.glViewport;
import java.io.Closeable;
import java.io.IOException;
import org.lwjgl.opengl.GL30;
public class FrameBuffer implements Closeable {
private int fbo;
private int renderTexture;
private int depthBuffer;
private int width;
private int height;
public FrameBuffer(int width, int height) {
this.width = width;
this.height = height;
// The frame buffer
this.fbo = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
// The texture
this.renderTexture = GL30.glGenTextures();
glBindTexture(GL_TEXTURE_2D, renderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MAG_FILTER, GL30.GL_NEAREST);
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MIN_FILTER, GL30.GL_NEAREST);
// The depth buffer
this.depthBuffer = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
depthBuffer);
// Set "renderedTexture" as our colour attachement #0
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
// Set the list of draw buffers.
int[] drawBuffers = { GL30.GL_COLOR_ATTACHMENT0 };
GL30.glDrawBuffers(drawBuffers);
}
public void Bind() {
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.fbo);
glViewport(0, 0, this.width, this.height);
}
public void Unbind() {
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
public void Clear() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
}
public void Resize(int width, int height) {
this.width = width;
this.height = height;
GL30.glBindTexture(GL_TEXTURE_2D, this.renderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, this.width, this.height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, this.depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL_DEPTH_COMPONENT, this.width, this.height);
}
public void SetPixelScaling(boolean pixelated) {
glBindTexture(GL_TEXTURE_2D, renderTexture);
int method = pixelated ? GL30.GL_NEAREST : GL30.GL_LINEAR;
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MAG_FILTER, method);
GL30.glTexParameteri(GL_TEXTURE_2D, GL30.GL_TEXTURE_MIN_FILTER, method);
}
public float getAspectRatio() {
return (float) width / (float) height;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public int getRenderTexture() {
return renderTexture;
}
@Override
public void close() throws IOException {
GL30.glDeleteFramebuffers(this.fbo);
GL30.glDeleteRenderbuffers(this.depthBuffer);
GL30.glDeleteTextures(this.renderTexture);
}
}

View File

@@ -1,14 +1,17 @@
package chess.view.render3D;
package chess.view.DDDrender.opengl;
import java.io.Closeable;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import org.lwjgl.opengl.GL30;
public class VertexArray {
private int id;
private ElementBuffer elementBuffer;
private List<VertexBuffer> vertexBuffers;
public class VertexArray implements Closeable {
private final int id;
private final ElementBuffer elementBuffer;
private final List<VertexBuffer> vertexBuffers;
public VertexArray(ElementBuffer elementBuffer) {
this.id = GL30.glGenVertexArrays();
@@ -19,10 +22,6 @@ public class VertexArray {
Unbind();
}
public void Destroy() {
GL30.glDeleteBuffers(this.id);
}
public int GetVertexCount() {
return this.elementBuffer.GetIndiciesCount();
}
@@ -44,4 +43,17 @@ public class VertexArray {
private void BindElementArrayBuffer() {
this.elementBuffer.Bind();
}
public List<VertexBuffer> getVertexBuffers() {
return vertexBuffers;
}
@Override
public void close() throws IOException {
GL30.glDeleteBuffers(this.id);
for (VertexBuffer vertexBuffer : vertexBuffers) {
vertexBuffer.close();
}
elementBuffer.close();
}
}

View File

@@ -0,0 +1,5 @@
package chess.view.DDDrender.opengl;
public record VertexAttribPointer(int index, int size, int offset) {
}

View File

@@ -1,16 +1,18 @@
package chess.view.render3D;
package chess.view.DDDrender.opengl;
import static org.lwjgl.opengl.GL11.GL_FLOAT;
import java.io.Closeable;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import org.lwjgl.opengl.GL30;
public class VertexBuffer {
private int id;
private int dataStride;
List<VertexAttribPointer> vertexAttribs;
public class VertexBuffer implements Closeable {
private final int id;
private final int dataStride;
private final List<VertexAttribPointer> vertexAttribs;
public VertexBuffer(float[] data, int stride) {
this.id = GL30.glGenBuffers();
@@ -22,8 +24,10 @@ public class VertexBuffer {
Unbind();
}
public void Destroy() {
GL30.glDeleteBuffers(id);
public void UpdateData(int offset, float[] data) {
Bind();
GL30.glBufferSubData(GL30.GL_ARRAY_BUFFER, offset, data);
Unbind();
}
public void Bind() {
@@ -41,9 +45,14 @@ public class VertexBuffer {
public void BindVertexAttribs() {
for (VertexAttribPointer vertexAttribPointer : vertexAttribs) {
GL30.glEnableVertexAttribArray(vertexAttribPointer.index);
GL30.glVertexAttribPointer(vertexAttribPointer.index, vertexAttribPointer.size, GL_FLOAT, false,
this.dataStride * 4, vertexAttribPointer.offset);
GL30.glEnableVertexAttribArray(vertexAttribPointer.index());
GL30.glVertexAttribPointer(vertexAttribPointer.index(), vertexAttribPointer.size(), GL_FLOAT, false,
this.dataStride * 4, vertexAttribPointer.offset());
}
}
@Override
public void close() throws IOException {
GL30.glDeleteBuffers(id);
}
}

View File

@@ -0,0 +1,102 @@
package chess.view.DDDrender.shader;
import chess.view.DDDrender.Camera;
public class BoardShader extends ShaderProgram {
private static String vertexShader = """
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 lightPosition = vec3(0, 10, 0);
flat out vec3 pass_color;
out vec3 toLightVector;
out vec3 toCameraVector;
out vec3 surfaceNormal;
void main(void){
const vec4 normal = vec4(0.0, 1.0, 0.0, 1.0);
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
toLightVector = lightPosition - position;
toCameraVector = camPos - position;
surfaceNormal = (normal).xyz;
pass_color = color;
}
""";
private static String fragmentShader = """
#version 330
flat in vec3 pass_color;
in vec3 toLightVector;
in vec3 toCameraVector;
in vec3 surfaceNormal;
layout(location = 0) out vec4 out_color;
void main(void){
const float shineDamper = 10.0;
const float reflectivity = 1.0;
float lightDistance = length(toLightVector);
const vec3 attenuation = vec3(0.2, 0.1, 0.0);
float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);
vec3 unitCamVector = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float diffuse = max(0.2, dot(unitNormal, unitLightVector));
float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
float specular = pow(specularFactor, shineDamper) * reflectivity;
float brightness = (diffuse + specular) / attenuationFactor;
out_color = brightness * vec4(pass_color, 1.0);
out_color.w = 1.0;
}
""";
private int location_ProjectionMatrix = 0;
private int location_ViewMatrix = 0;
public BoardShader() {
}
public void LoadShader() {
super.LoadProgram(vertexShader, fragmentShader);
}
@Override
protected void GetAllUniformLocation() {
location_ProjectionMatrix = GetUniformLocation("projectionMatrix");
location_ViewMatrix = GetUniformLocation("viewMatrix");
}
public void SetCamMatrix(Camera camera) {
LoadMat4(location_ProjectionMatrix, camera.getPerspectiveMatrix());
LoadMat4(location_ViewMatrix, camera.getViewMatrix());
}
}

View File

@@ -0,0 +1,116 @@
package chess.view.DDDrender.shader;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import chess.view.DDDrender.Camera;
public class PieceShader extends ShaderProgram {
private static String vertexShader = """
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelTransform;
uniform vec3 lightPosition = vec3(0, 10, 0);
out vec3 toLightVector;
out vec3 toCameraVector;
out vec3 surfaceNormal;
void main(void){
vec4 modelPos = modelTransform * vec4(position, 1.0);
vec4 globalNormal = modelTransform * vec4(normal, 1.0);
gl_Position = projectionMatrix * viewMatrix * modelPos;
vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
toLightVector = lightPosition - modelPos.xyz;
toCameraVector = camPos - position;
surfaceNormal = normalize(globalNormal.xyz);
}
""";
private static String fragmentShader = """
#version 330
in vec3 toLightVector;
in vec3 toCameraVector;
in vec3 surfaceNormal;
uniform vec3 modelColor;
layout(location = 0) out vec4 out_color;
void main(void){
const float shineDamper = 10.0;
const float reflectivity = 1.0;
float lightDistance = length(toLightVector);
const vec3 attenuation = vec3(0.2, 0.1, 0.0);
float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);
vec3 unitCamVector = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float diffuse = max(0.2, dot(unitNormal, unitLightVector));
float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
float specular = pow(specularFactor, shineDamper) * reflectivity;
float brightness = (diffuse + specular) / attenuationFactor;
out_color = brightness * vec4(modelColor, 1.0);
out_color.w = 1.0;
}
""";
private int location_ProjectionMatrix = 0;
private int location_ViewMatrix = 0;
private int location_ModelTransform = 0;
private int location_ModelColor = 0;
public PieceShader() {
}
public void LoadShader() {
super.LoadProgram(vertexShader, fragmentShader);
}
@Override
protected void GetAllUniformLocation() {
location_ProjectionMatrix = GetUniformLocation("projectionMatrix");
location_ViewMatrix = GetUniformLocation("viewMatrix");
location_ModelTransform = GetUniformLocation("modelTransform");
location_ModelColor = GetUniformLocation("modelColor");
}
public void SetCamMatrix(Camera camera) {
LoadMat4(location_ProjectionMatrix, camera.getPerspectiveMatrix());
LoadMat4(location_ViewMatrix, camera.getViewMatrix());
}
public void setModelTransform(Matrix4f mat) {
LoadMat4(location_ModelTransform, mat);
}
public void setModelColor(Vector3f color) {
LoadVector(location_ModelColor, color);
}
}

View File

@@ -1,5 +1,7 @@
package chess.view.render3D.shader;
package chess.view.DDDrender.shader;
import java.io.Closeable;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
@@ -9,7 +11,7 @@ import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL30;
import org.lwjgl.system.MemoryStack;
public abstract class ShaderProgram {
public abstract class ShaderProgram implements Closeable {
private int programId;
private int vertexShaderId;
private int fragmentShaderId;
@@ -28,6 +30,11 @@ public abstract class ShaderProgram {
GL30.glUseProgram(0);
}
/**
* Load the shader program.
* @param vertexSource the source code of the vertex shader.
* @param fragmentSource the source code of the fragment shader.
*/
public void LoadProgram(String vertexSource, String fragmentSource) {
this.vertexShaderId = LoadShader(vertexSource, GL30.GL_VERTEX_SHADER);
this.fragmentShaderId = LoadShader(fragmentSource, GL30.GL_FRAGMENT_SHADER);
@@ -45,6 +52,12 @@ public abstract class ShaderProgram {
GetAllUniformLocation();
}
/**
* Load a shader from source code.
* @param source
* @param type
* @return
*/
private int LoadShader(String source, int type) {
int shaderId = GL30.glCreateShader(type);
@@ -56,8 +69,8 @@ public abstract class ShaderProgram {
if (compileSuccesful.get() != 1) {
System.out.println("Shader did not compile !");
System.err.println(GL30.glGetShaderInfoLog(shaderId));
return -1;
}
return shaderId;
@@ -68,7 +81,7 @@ public abstract class ShaderProgram {
protected int GetUniformLocation(String uniformName) {
int location = GL30.glGetUniformLocation(programId, uniformName);
if (location == -1) {
System.out.println("Uniform value not found !");
System.out.println("Uniform value \"" + uniformName + "\" not found !");
}
return location;
}
@@ -91,4 +104,11 @@ public abstract class ShaderProgram {
GL30.glUniformMatrix4fv(location, false, buffer);
}
}
@Override
public void close() throws IOException {
GL30.glDeleteShader(vertexShaderId);
GL30.glDeleteShader(fragmentShaderId);
GL30.glDeleteProgram(programId);
}
}

View File

@@ -0,0 +1,62 @@
package chess.view.DDDrender.world;
import java.io.IOException;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import chess.model.Coordinate;
import chess.view.DDDrender.Renderer;
import chess.view.DDDrender.loader.BoardModelLoader;
import chess.view.DDDrender.opengl.VertexArray;
import chess.view.DDDrender.opengl.VertexBuffer;
/**
* Abstraction of the 3D model of the board.
*/
public class BoardEntity extends Entity {
private final VertexArray vao;
private final VertexBuffer colorVbo;
private static final Vector3f WHITE = new Vector3f(1, 1, 1);
private static final Vector3f BLACK = new Vector3f(0, 0, 0);
public BoardEntity() {
this.vao = BoardModelLoader.GetBoardModel();
this.colorVbo = this.vao.getVertexBuffers().get(1);
}
/**
* Set the color of a cell.
* @param coord the coordinate of the cell.
* @param color the color of the cell in RGB format.
*/
public void setCellColor(Coordinate coord, Vector3f color) {
float[] data = { color.x, color.y, color.z, color.x, color.y, color.z, color.x, color.y, color.z, color.x,
color.y, color.z};
int cellNumber = (Coordinate.VALUE_MAX - 1 - coord.getX()) * Coordinate.VALUE_MAX + Coordinate.VALUE_MAX - 1 - coord.getY();
int offset = cellNumber * 4 * 4 * 3;
this.colorVbo.UpdateData(offset, data);
}
public void resetCellColor(Coordinate coord) {
setCellColor(coord, (coord.getX() + coord.getY()) % 2 == 0 ? WHITE : BLACK);
}
@Override
public void render(Renderer renderer) {
renderer.RenderVao(renderer.getBoardShader(), vao);
}
@Override
public void close() throws IOException {
vao.close();
}
@Override
public Matrix4f getTransform() {
return null;
}
}

View File

@@ -0,0 +1,18 @@
package chess.view.DDDrender.world;
import java.io.Closeable;
import org.joml.Matrix4f;
import chess.view.DDDrender.Renderer;
/**
* Abstract class for all entities in the 3D view.
*/
public abstract class Entity implements Closeable{
public abstract void render(Renderer renderer);
public abstract Matrix4f getTransform();
}

View File

@@ -0,0 +1,64 @@
package chess.view.DDDrender.world;
import java.io.IOException;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import chess.view.DDDrender.DDDModel;
import chess.view.DDDrender.Renderer;
/**
* Generic type for 3D model that can be rendered.
*/
public class ModelEntity extends Entity {
protected Vector3f position;
protected Vector3f color;
protected float rotation;
protected DDDModel model;
private Matrix4f transform;
public ModelEntity(DDDModel model, Vector3f position, Vector3f color, float rotation) {
this.position = position;
this.color = color;
this.rotation = rotation;
this.model = model;
updateTransform();
}
@Override
public void render(Renderer renderer) {
renderer.Render(model, color, transform);
}
public void setPosition(Vector3f position) {
this.position = position;
updateTransform();
}
public void setColor(Vector3f color) {
this.color = color;
}
public void setRotation(float rotation) {
this.rotation = rotation;
updateTransform();
}
@Override
public void close() throws IOException {
this.model.close();
}
private void updateTransform() {
this.transform = new Matrix4f().translate(this.position).rotate(this.rotation, new Vector3f(0, 1, 0));
}
@Override
public Matrix4f getTransform() {
return transform;
}
}

View File

@@ -0,0 +1,28 @@
package chess.view.DDDrender.world;
import java.io.IOException;
import org.joml.Vector3f;
import chess.model.Piece;
import chess.view.DDDrender.loader.Piece3DModel;
/**
* Model entity of a piece. Loads the correct model of the resources files for the kind of piece.
*/
public class PieceEntity extends ModelEntity {
private static final Piece3DModel modelLoader = new Piece3DModel();
private final Piece piece;
public PieceEntity(Piece piece, Vector3f position, Vector3f color, float rotation) throws IOException {
super(modelLoader.getModel(piece), position, color, rotation);
this.piece = piece;
}
public Piece getPiece() {
return piece;
}
}

View File

@@ -0,0 +1,75 @@
package chess.view.DDDrender.world;
import java.io.Closeable;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import chess.model.Coordinate;
import chess.model.Move;
import chess.model.Piece;
/**
* Contains all 3D entities.
*/
public class World implements Closeable{
/** Renderable entity list */
private final List<Entity> entites;
/** provides fast access to 3d pieces */
private final PieceEntity[] pieces;
public World() {
this.entites = new ArrayList<>();
this.pieces = new PieceEntity[Coordinate.VALUE_MAX * Coordinate.VALUE_MAX];
}
public PieceEntity getEntity(Piece piece) {
for (Entity entity : entites) {
if (entity instanceof PieceEntity p) {
if (p.getPiece() == piece)
return p;
}
}
return null;
}
public void addPiece(PieceEntity entity, Coordinate coordinate) {
addEntity(entity);
setPieceCoords(entity, coordinate);
}
public void setPieceCoords(PieceEntity entity, Coordinate coordinate) {
pieces[coordinate.toIndex()] = entity;
}
public void movePiece(PieceEntity entity, Move move) {
setPieceCoords(entity, move.getFinish());
setPieceCoords(null, move.getStart());
}
public void ejectPiece(PieceEntity entity) {
if (entity != null)
this.entites.remove(entity);
}
public PieceEntity getPiece(Coordinate coordinate) {
return pieces[coordinate.toIndex()];
}
public void addEntity(Entity entity) {
this.entites.add(entity);
}
public List<Entity> getEntites() {
return entites;
}
@Override
public void close() throws IOException {
for (Entity entity : entites) {
entity.close();
}
}
}

View File

@@ -0,0 +1,67 @@
package chess.view.audio;
import java.io.BufferedInputStream;
import java.io.File;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.net.URI;
import java.net.URISyntaxException;
import common.AssetManager;
/**
* Manage audio files: download, save, and load them.
*/
public class AudioFiles {
private static final String baseURL = "https://images.chesscomfiles.com/chess-themes/sounds/_WAV_/default/";
private static final String[] files = { "game-start", "game-end", "capture", "castle", "move-self",
"move-check", "promote", "illegal" };
private static final String filesExtension = ".wav";
private static final String saveDir = "audio/";
public static boolean initFiles() {
createSaveDir();
for (String file : files) {
if (!initFile(file + filesExtension))
return false;
}
return true;
}
private static boolean downloadFile(String fileName) {
System.out.println("[GameAudio] missing " + fileName + " Downloading ...");
try (BufferedInputStream in = new BufferedInputStream(new URI(baseURL + fileName).toURL().openStream());
FileOutputStream fileOutputStream = new FileOutputStream(saveDir + fileName)) {
byte dataBuffer[] = new byte[1024];
int bytesRead;
while ((bytesRead = in.read(dataBuffer, 0, 1024)) != -1) {
fileOutputStream.write(dataBuffer, 0, bytesRead);
}
return true;
} catch (IOException | URISyntaxException e) {
e.printStackTrace();
return false;
}
}
private static void createSaveDir() {
new File(saveDir).mkdir();
}
private static boolean initFile(String fileName) {
if (isFileDownloaded(saveDir + fileName))
return true;
return downloadFile(fileName);
}
private static boolean isFileDownloaded(String fileName) {
return AssetManager.getResource(fileName) != null;
}
public static InputStream getAudio(String audioName) {
return AssetManager.getResource(saveDir + audioName + filesExtension);
}
}

View File

@@ -0,0 +1,57 @@
package chess.view.audio;
import java.io.BufferedInputStream;
import java.io.InputStream;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
/**
* Audio player class to play sound files.
*/
public class AudioPlayer {
/**
* Play a sound file.
* @param audio the audio input stream to play
*/
public static void playSound(InputStream audio) {
new Thread(new Runnable() {
// The wrapper thread is unnecessary, unless it blocks on the
// Clip finishing; see comments.
public void run() {
try {
Clip clip = AudioSystem.getClip();
BufferedInputStream bufferedInputStream = new BufferedInputStream(audio);
AudioInputStream inputStream = AudioSystem.getAudioInputStream(bufferedInputStream);
clip.open(inputStream);
clip.start();
} catch (Exception e) {
System.err.println(e.getMessage());
}
}
}).start();
}
/**
* Convert the given audio input stream to PCM format.
* @param audioInputStream the audio input stream to convert
* @return
*/
private static AudioInputStream convertToPCM(AudioInputStream audioInputStream) {
AudioFormat m_format = audioInputStream.getFormat();
if ((m_format.getEncoding() != AudioFormat.Encoding.PCM_SIGNED) &&
(m_format.getEncoding() != AudioFormat.Encoding.PCM_UNSIGNED)) {
AudioFormat targetFormat = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED,
m_format.getSampleRate(), 16,
m_format.getChannels(), m_format.getChannels() * 2,
m_format.getSampleRate(), m_format.isBigEndian());
audioInputStream = AudioSystem.getAudioInputStream(targetFormat, audioInputStream);
}
return audioInputStream;
}
}

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package chess.view.audio;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.controller.event.GameAdapter;
import chess.model.Coordinate;
import chess.model.Move;
/**
* Class to handle audio events in the game.
*/
public class GameAudio extends GameAdapter {
private final boolean functional;
public GameAudio() {
this.functional = AudioFiles.initFiles();
if(!this.functional){
System.err.println("[GameAudio] Failed to initialize audio files. Aborting ...");
}
}
private void playSound(String soundName) {
if (!this.functional)
return;
AudioPlayer.playSound(AudioFiles.getAudio(soundName));
}
@Override
public void onGameStart() {
playSound("game-start");
}
@Override
public void onGameEnd() {
playSound("game-end");
}
@Override
public void onMoveNotAllowed(Move move) {
playSound("illegal");
}
@Override
public void onMove(Move move, boolean captured) {
if (captured) {
playSound("capture");
return;
}
playSound("move-self");
}
@Override
public void onKingInCheck() {
playSound("move-check");
}
@Override
public void onPawnPromoted(PromoteType promotion, Coordinate coordinate) {
playSound("promote");
}
@Override
public void onCastling(boolean bigCastling, Move kingMove, Move rookMove) {
playSound("castle");
}
}

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package chess.view.consolerender;
/**
* Colors class for console output, contains ANSI escape codes.
*/
public class Colors {
// Reset
public static final String RESET = "\u001B[0m"; // Text Reset
// Regular Colors
public static final String BLACK = "\033[38;2;0;0;0m";
public static final String WHITE = "\033[38;2;255;255;255m";
public static final String RED = "\033[38;2;255;0;0m";
public static final String GREEN = "\033[38;2;0;255;0m";
public static final String YELLOW = "\033[38;2;255;255;0m";
public static final String BLUE = "\033[38;2;0;0;255m";
public static final String PURPLE = "\033[38;2;255;0;255m";
public static final String CYAN = "\033[38;2;0;255;255m";
// Background
public static final String BLACK_BACKGROUND = "\033[40m";
public static final String LIGHT_GRAY_BACKGROUND = "\033[48;2;180;180;180m";
public static final String DARK_GRAY_BACKGROUND = "\033[48;2;120;120;120m";
public static final String RED_BACKGROUND = "\033[41m";
public static final String GREEN_BACKGROUND = "\033[42m";
public static final String YELLOW_BACKGROUND = "\033[43m";
public static final String BLUE_BACKGROUND = "\033[44m";
public static final String PURPLE_BACKGROUND = "\033[45m";
public static final String CYAN_BACKGROUND = "\033[46m";
public static final String WHITE_BACKGROUND = "\033[47m";
// High Intensity backgrounds
public static final String BLACK_BACKGROUND_BRIGHT = "\033[0;100m";
public static final String RED_BACKGROUND_BRIGHT = "\033[0;101m";
public static final String GREEN_BACKGROUND_BRIGHT = "\033[0;102m";
public static final String YELLOW_BACKGROUND_BRIGHT = "\033[0;103m";
public static final String BLUE_BACKGROUND_BRIGHT = "\033[0;104m";
public static final String PURPLE_BACKGROUND_BRIGHT = "\033[0;105m";
public static final String CYAN_BACKGROUND_BRIGHT = "\033[0;106m";
public static final String WHITE_BACKGROUND_BRIGHT = "\033[0;107m";
}

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package chess.view.consolerender;
import chess.controller.Command;
import chess.controller.CommandExecutor;
import chess.controller.CommandSender;
import chess.controller.commands.*;
import chess.controller.commands.PromoteCommand.PromoteType;
import chess.controller.event.GameAdapter;
import chess.model.Color;
import chess.model.Coordinate;
import chess.model.Move;
import chess.model.Piece;
import java.util.List;
import java.util.Objects;
import java.util.Scanner;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
/**
* Console renderer.
*/
public class Console extends GameAdapter implements CommandSender {
private final Scanner scanner = new Scanner(System.in);
private final CommandExecutor commandExecutor;
private final ConsolePieceName consolePieceName = new ConsolePieceName();
private boolean captureInput;
private final ExecutorService executor;
public Console(CommandExecutor commandExecutor, boolean captureInput) {
this.commandExecutor = commandExecutor;
this.executor = Executors.newSingleThreadExecutor();
this.captureInput = captureInput;
}
public Console(CommandExecutor commandExecutor) {
this(commandExecutor, true);
}
/**
* Translate a string containing chess coordinates (such as "a1" or "d6") to coordinates.
* @param coordinates the string to translate
* @return the coordinates of the cell
* @throws Exception if the string is not valid
*/
public Coordinate stringToCoordinate(String coordinates) throws Exception {
char xPos = coordinates.charAt(0);
char yPos = coordinates.charAt(1);
int x;
if (xPos >= 'A' && xPos <= 'Z') {
x = xPos - 'A';
} else if (xPos >= 'a' && xPos <= 'z') {
x = xPos - 'a';
} else {
throw new Exception("Invalid input");
}
if (!(yPos >= '1' && yPos <= '9')) {
throw new Exception("Invalid input");
}
int y = Coordinate.VALUE_MAX - 1 - (yPos - '1');
return new Coordinate(x, y);
}
/**
* Open a dialog so the user can, during their turn, move a piece, show move previews, or surrender.
*/
@Override
public void onPlayerTurn(Color color, boolean undone) {
if (!captureInput)
return;
System.out.println(Colors.RED + "Player turn: " + color + Colors.RESET);
this.executor.submit(() -> {
boolean endTurn;
String line = "0";
do {
if (!line.isEmpty()) {
System.out.println("""
Pick your choice:
1 - Move
2 - Show potential moves
3 - Surrender
""");
System.out.flush();
}
line = scanner.nextLine();
endTurn = switch (line) {
case "1" -> playerPickedMove(color);
case "2" -> playerPickedShowMoves(color);
case "3" -> playerPickedSurrender(color);
default -> false;
};
} while (!endTurn);
});
}
private boolean playerPickedSurrender(Color color) {
sendSurrender(color);
return true;
}
/**
* Ask the user to pick a move
* @param color the color of the player
* @return true if there has been a move, false otherwise
*/
public boolean playerPickedMove(Color color) {
try {
System.out.println("Piece to move, or \"castling\" for a castling");
String answer = scanner.nextLine();
if (answer.equalsIgnoreCase("castling")) {
return onAskedCastling();
}
Coordinate start = stringToCoordinate(answer);
System.out.println("New position: ");
Coordinate end = stringToCoordinate(scanner.nextLine());
Command.CommandResult result = sendMove(new Move(start, end));
return switch (Objects.requireNonNull(result)) {
case Command.CommandResult.Moved, Command.CommandResult.ActionNeeded -> true;
default -> false;
};
} catch (Exception e) {
System.out.println(e.getMessage());
return false;
}
}
/**
* Ask the user to pick a piece, and show its potential moves
* @param color
* @return
*/
private boolean playerPickedShowMoves(Color color) {
try {
System.out.println("Piece to examine: ");
Coordinate piece = stringToCoordinate(scanner.nextLine());
List<Coordinate> allowedMoves = getPieceAllowedMoves(piece);
if (allowedMoves.isEmpty()) {
System.out.println("No moves allowed for this piece.");
return false;
}
displayMoves(piece, allowedMoves);
return false;
} catch (Exception e) {
System.out.println(e.getMessage());
return false;
}
}
@Override
public void onWin(Color color) {
System.out.println(Colors.RED + "Victory of player " + color + Colors.RESET);
}
@Override
public void onKingInCheck() {
System.out.println(Colors.RED + "Check!" + Colors.RESET);
}
@Override
public void onKingInMat() {
System.out.println(Colors.RED + "Checkmate!" + Colors.RESET);
}
@Override
public void onPatSituation() {
System.out.println("Pat! It's a draw!");
}
@Override
public void onSurrender(Color color) {
System.out.println("The " + color + " player has surrendered!");
}
@Override
public void onGameStart() {
System.out.println("Game start!");
onBoardUpdate();
}
@Override
public void onGameEnd() {
System.out.println("Thank you for playing!");
this.commandExecutor.close();
this.executor.shutdown();
}
/**
* Open the dialog to promote a pawn.
* @param pieceCoords the coordinates of the pawn to promote
*/
@Override
public void onPromotePawn(Coordinate pieceCoords) {
System.out.println("The pawn on the " + pieceCoords + " coordinates needs to be promoted.");
System.out.println("Enter 'B' to promote it into a Bishop, 'N' for a Knight, 'Q' for a Queen, 'R' for a Rook.");
System.out.flush();
this.executor.submit(() -> {
PromoteType newPiece;
boolean valid = false;
do {
try {
String promotion = scanner.next();
newPiece = switch (promotion) {
case "B", "b", "Bishop", "bishop" -> PromoteType.Bishop;
case "N", "n", "Knight", "knight" -> PromoteType.Knight;
case "Q", "q", "Queen", "queen" -> PromoteType.Queen;
case "R", "r", "Rook", "rook" -> PromoteType.Rook;
default -> throw new Exception();
};
valid = true;
sendPawnPromotion(newPiece);
} catch (Exception e) {
System.out.println("Invalid input!");
}
} while (!valid);
});
}
/**
* Update and print the board in the console.
*/
@Override
public void onBoardUpdate() {
if (!this.captureInput)
return;
StringBuilder string = new StringBuilder();
string.append(" a b c d e f g h \n");
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
string.append(8 - i).append(" ");
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Piece p = getPieceAt(new Coordinate(j, i));
if ((i + j) % 2 == 0) {
string.append(Colors.LIGHT_GRAY_BACKGROUND);
} else {
string.append(Colors.DARK_GRAY_BACKGROUND);
}
if (p == null) {
string.append(" " + Colors.RESET);
} else {
string.append(" ").append(consolePieceName.getString(p)).append(" ").append(Colors.RESET);
}
}
string.append("\n");
}
System.out.println(string);
System.out.flush();
}
/**
* Display the possible moves of a piece.
* @param piece
* @param moves
*/
public void displayMoves(Coordinate piece, List<Coordinate> moves) {
StringBuilder string = new StringBuilder();
string.append(" a b c d e f g h \n");
for (int i = 0; i < Coordinate.VALUE_MAX; i++) {
string.append(8 - i).append(" ");
for (int j = 0; j < Coordinate.VALUE_MAX; j++) {
Coordinate currentCell = new Coordinate(j, i);
Piece p = getPieceAt(new Coordinate(j, i));
if (moves.contains(currentCell)) {
string.append(Colors.YELLOW_BACKGROUND);
} else {
if ((i + j) % 2 == 0) {
string.append(Colors.LIGHT_GRAY_BACKGROUND);
} else {
string.append(Colors.DARK_GRAY_BACKGROUND);
}
}
if (p == null) {
string.append(" " + Colors.RESET);
} else {
if (currentCell.equals(piece)) {
string.append(Colors.RED_BACKGROUND).append(" ").append(consolePieceName.getString(p))
.append(" ").append(Colors.RESET);
} else {
string.append(" ").append(consolePieceName.getString(p)).append(" ").append(Colors.RESET);
}
}
}
string.append("\n");
}
System.out.println(string);
}
@Override
public void onMoveNotAllowed(Move move) {
System.out.println("Move not allowed.");
}
@Override
public void onDraw() {
System.out.println("Repeated positions!");
}
/**
* Open different dialogs according to which castling is allowed.
* @return true if a castling was played, false otherwise
*/
private boolean onAskedCastling() {
return switch (getAllowedCastlings()) {
case Small -> onSmallCastling();
case Big -> onBigCastling();
case Both -> onBothCastling();
default -> {
System.out.println("No castling allowed.");
yield false;
}
};
}
/**
* Ask the user to confirm a small castling.
* @return true if the castling was played, false otherwise
*/
private boolean onSmallCastling() {
System.out.println("Small castling allowed. Confirm with \"y\":");
String answer = scanner.nextLine();
if (!(answer.equalsIgnoreCase("y") || answer.equalsIgnoreCase("yes"))) {
return false;
} else {
return (commandExecutor.executeCommand(new CastlingCommand(false)) != Command.CommandResult.Moved);
}
}
/**
* Ask the user to confirm a big castling.
* @return true if the castling was played, false otherwise
*/
private boolean onBigCastling() {
System.out.println("Big castling allowed. Confirm with \"y\":");
String answer = scanner.nextLine();
if (!(answer.equalsIgnoreCase("y") || answer.equalsIgnoreCase("yes"))) {
return false;
} else {
return (commandExecutor.executeCommand(new CastlingCommand(true)) != Command.CommandResult.Moved);
}
}
/**
* Ask the user to pick a castling when both are allowed.
* @return true if a castling was played, false otherwise
*/
private boolean onBothCastling() {
System.out.println("Both castlings allowed. Pick \"s\" to play a castling, \"b\" to play a big castling.");
String answer = scanner.nextLine();
return switch (answer) {
case "s", "S", "small", "Small", "castling", "normal", "Normal" ->
(commandExecutor.executeCommand(new CastlingCommand(false)) != Command.CommandResult.Moved);
case "b", "B", "big", "Big", "big castling", "Big castling" ->
(commandExecutor.executeCommand(new CastlingCommand(true)) != Command.CommandResult.Moved);
default -> false;
};
}
public void setCaptureInput(boolean captureInput) {
this.captureInput = captureInput;
}
@Override
public CommandExecutor getCommandExecutor() {
return this.commandExecutor;
}
}

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