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6ca5d1294f
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4
.gitattributes
vendored
4
.gitattributes
vendored
@@ -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
|
||||
|
||||
@@ -26,11 +26,13 @@ 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"
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||||
}
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||||
|
||||
application {
|
||||
@@ -45,6 +47,10 @@ jar {
|
||||
}
|
||||
}
|
||||
|
||||
run {
|
||||
standardInput = System.in
|
||||
}
|
||||
|
||||
tasks.named('test') {
|
||||
// Use JUnit Platform for unit tests.
|
||||
useJUnitPlatform()
|
||||
|
||||
@@ -1,16 +1,17 @@
|
||||
package chess;
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||||
|
||||
import chess.view.consolerender.Colors;
|
||||
|
||||
import java.util.Scanner;
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||||
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||||
import chess.view.consolerender.Colors;
|
||||
|
||||
public class App {
|
||||
public static void main(String[] 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.""");
|
||||
2 - Window
|
||||
3 - 3D.""");
|
||||
switch (new Scanner(System.in).nextLine()) {
|
||||
case "1", "Console", "console":
|
||||
ConsoleMain.main(args);
|
||||
@@ -18,6 +19,9 @@ public class App {
|
||||
case "2", "Window", "window":
|
||||
SwingMain.main(args);
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||||
break;
|
||||
case "3", "3D", "3d":
|
||||
OpenGLMain.main(args);
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||||
break;
|
||||
default:
|
||||
System.out.println("Invalid input");
|
||||
break;
|
||||
|
||||
@@ -5,26 +5,17 @@ package chess;
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||||
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.NewGameCommand;
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||||
import chess.model.ChessBoard;
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||||
import chess.model.Game;
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||||
import chess.simulator.PromoteTest;
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||||
import chess.view.consolerender.Console;
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||||
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||||
public class ConsoleMain {
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||||
public static void main(String[] args) {
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||||
Game game = new Game(new ChessBoard());
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||||
Game game = new Game();
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||||
CommandExecutor commandExecutor = new CommandExecutor(game);
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||||
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||||
PromoteTest promoteTest = new PromoteTest(commandExecutor);
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||||
commandExecutor.addListener(promoteTest);
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||||
|
||||
Console console = new Console(commandExecutor);
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||||
commandExecutor.addListener(console);
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||||
|
||||
promoteTest.onComplete.connect(() -> {
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||||
console.setCaptureInput(true);
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||||
});
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||||
|
||||
commandExecutor.executeCommand(new NewGameCommand());
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||||
}
|
||||
}
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||||
|
||||
21
app/src/main/java/chess/OpenGLMain.java
Normal file
21
app/src/main/java/chess/OpenGLMain.java
Normal file
@@ -0,0 +1,21 @@
|
||||
package chess;
|
||||
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.model.Game;
|
||||
import chess.view.DDDrender.DDDView;
|
||||
|
||||
public class OpenGLMain {
|
||||
public static void main(String[] args) {
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||||
Game game = new Game();
|
||||
CommandExecutor commandExecutor = new CommandExecutor(game);
|
||||
|
||||
DDDView ddd = new DDDView(commandExecutor);
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||||
commandExecutor.addListener(ddd);
|
||||
|
||||
commandExecutor.executeCommand(new NewGameCommand());
|
||||
|
||||
ddd.run();
|
||||
commandExecutor.close();
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,10 @@
|
||||
package chess;
|
||||
|
||||
import chess.ai.DumbAI;
|
||||
import chess.ai.HungryAI;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.controller.event.GameAdaptator;
|
||||
import chess.model.ChessBoard;
|
||||
import chess.model.Color;
|
||||
import chess.model.Game;
|
||||
import chess.pgn.PgnExport;
|
||||
@@ -12,7 +12,7 @@ import chess.view.simplerender.Window;
|
||||
|
||||
public class SwingMain {
|
||||
public static void main(String[] args) {
|
||||
Game game = new Game(new ChessBoard());
|
||||
Game game = new Game();
|
||||
CommandExecutor commandExecutor = new CommandExecutor(game);
|
||||
|
||||
Window window = new Window(commandExecutor, false);
|
||||
@@ -21,7 +21,7 @@ public class SwingMain {
|
||||
DumbAI ai = new DumbAI(commandExecutor, Color.Black);
|
||||
commandExecutor.addListener(ai);
|
||||
|
||||
DumbAI ai2 = new DumbAI(commandExecutor, Color.White);
|
||||
HungryAI ai2 = new HungryAI(commandExecutor, Color.White);
|
||||
commandExecutor.addListener(ai2);
|
||||
|
||||
commandExecutor.addListener(new GameAdaptator(){
|
||||
|
||||
68
app/src/main/java/chess/ai/AI.java
Normal file
68
app/src/main/java/chess/ai/AI.java
Normal file
@@ -0,0 +1,68 @@
|
||||
package chess.ai;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import chess.controller.Command;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.GetPieceAtCommand;
|
||||
import chess.controller.commands.GetPlayerMovesCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand.CastlingResult;
|
||||
import chess.controller.event.GameAdaptator;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
|
||||
public abstract class AI extends GameAdaptator{
|
||||
|
||||
protected final CommandExecutor commandExecutor;
|
||||
protected final Color color;
|
||||
|
||||
public AI(CommandExecutor commandExecutor, Color color) {
|
||||
this.commandExecutor = commandExecutor;
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
protected abstract void play();
|
||||
protected abstract void promote(Coordinate pawnCoords);
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
if (this.color != color || undone)
|
||||
return;
|
||||
|
||||
play();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPromotePawn(Coordinate pieceCoords) {
|
||||
Piece pawn = pieceAt(pieceCoords);
|
||||
if (pawn.getColor() != this.color)
|
||||
return;
|
||||
promote(pieceCoords);
|
||||
}
|
||||
|
||||
protected Piece pieceAt(Coordinate coordinate) {
|
||||
GetPieceAtCommand command = new GetPieceAtCommand(coordinate);
|
||||
sendCommand(command);
|
||||
return command.getPiece();
|
||||
}
|
||||
|
||||
protected List<Move> getAllowedMoves() {
|
||||
GetPlayerMovesCommand cmd = new GetPlayerMovesCommand();
|
||||
sendCommand(cmd);
|
||||
return cmd.getMoves();
|
||||
}
|
||||
|
||||
protected CastlingResult getAllowedCastlings() {
|
||||
GetAllowedCastlingsCommand cmd2 = new GetAllowedCastlingsCommand();
|
||||
sendCommand(cmd2);
|
||||
return cmd2.getCastlingResult();
|
||||
}
|
||||
|
||||
protected void sendCommand(Command command) {
|
||||
this.commandExecutor.executeCommand(command);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -3,46 +3,28 @@ package chess.ai;
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
import chess.controller.Command;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.CastlingCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand;
|
||||
import chess.controller.commands.GetPieceAtCommand;
|
||||
import chess.controller.commands.GetPlayerMovesCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand.CastlingResult;
|
||||
import chess.controller.commands.MoveCommand;
|
||||
import chess.controller.commands.PromoteCommand;
|
||||
import chess.controller.commands.GetAllowedCastlingsCommand.CastlingResult;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.controller.event.GameAdaptator;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
|
||||
public class DumbAI extends GameAdaptator {
|
||||
public class DumbAI extends AI {
|
||||
|
||||
private final Color player;
|
||||
private final CommandExecutor commandExecutor;
|
||||
private final Random random = new Random();
|
||||
|
||||
public DumbAI(CommandExecutor commandExecutor, Color color) {
|
||||
this.player = color;
|
||||
this.commandExecutor = commandExecutor;
|
||||
super(commandExecutor, color);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color) {
|
||||
if (color != player)
|
||||
return;
|
||||
|
||||
GetPlayerMovesCommand cmd = new GetPlayerMovesCommand();
|
||||
sendCommand(cmd);
|
||||
|
||||
GetAllowedCastlingsCommand cmd2 = new GetAllowedCastlingsCommand();
|
||||
sendCommand(cmd2);
|
||||
|
||||
CastlingResult castlings = cmd2.getCastlingResult();
|
||||
List<Move> moves = cmd.getMoves();
|
||||
protected void play() {
|
||||
CastlingResult castlings = getAllowedCastlings();
|
||||
List<Move> moves = getAllowedMoves();
|
||||
|
||||
switch (castlings) {
|
||||
case Both: {
|
||||
@@ -53,20 +35,12 @@ public class DumbAI extends GameAdaptator {
|
||||
return;
|
||||
}
|
||||
|
||||
case Small: {
|
||||
int randomMove = this.random.nextInt(moves.size() + 1);
|
||||
if (randomMove != moves.size())
|
||||
break;
|
||||
this.commandExecutor.executeCommand(new CastlingCommand(false));
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
case Small:
|
||||
case Big: {
|
||||
int randomMove = this.random.nextInt(moves.size() + 1);
|
||||
if (randomMove != moves.size())
|
||||
break;
|
||||
this.commandExecutor.executeCommand(new CastlingCommand(true));
|
||||
this.commandExecutor.executeCommand(new CastlingCommand(castlings == CastlingResult.Big));
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -76,27 +50,12 @@ public class DumbAI extends GameAdaptator {
|
||||
|
||||
int randomMove = this.random.nextInt(moves.size());
|
||||
this.commandExecutor.executeCommand(new MoveCommand(moves.get(randomMove)));
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPromotePawn(Coordinate pieceCoords) {
|
||||
Piece pawn = pieceAt(pieceCoords);
|
||||
if (pawn.getColor() != this.player)
|
||||
return;
|
||||
|
||||
protected void promote(Coordinate pawnCoords) {
|
||||
int promote = this.random.nextInt(PromoteType.values().length);
|
||||
this.commandExecutor.executeCommand(new PromoteCommand(PromoteType.values()[promote]));
|
||||
}
|
||||
|
||||
private Piece pieceAt(Coordinate coordinate) {
|
||||
GetPieceAtCommand command = new GetPieceAtCommand(coordinate);
|
||||
sendCommand(command);
|
||||
return command.getPiece();
|
||||
}
|
||||
|
||||
private void sendCommand(Command command) {
|
||||
this.commandExecutor.executeCommand(command);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
61
app/src/main/java/chess/ai/HungryAI.java
Normal file
61
app/src/main/java/chess/ai/HungryAI.java
Normal file
@@ -0,0 +1,61 @@
|
||||
package chess.ai;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.MoveCommand;
|
||||
import chess.controller.commands.PromoteCommand;
|
||||
import chess.controller.commands.PromoteCommand.PromoteType;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
import chess.model.Piece;
|
||||
|
||||
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 = pieceAt(move.getDeadPieceCoords());
|
||||
return pieceCost.getCost(piece);
|
||||
}
|
||||
|
||||
private List<Move> getBestMoves() {
|
||||
List<Move> moves = getAllowedMoves();
|
||||
List<Move> bestMoves = new ArrayList<>();
|
||||
int bestCost = 0;
|
||||
for (Move move : moves) {
|
||||
int moveCost = getMoveCost(move);
|
||||
if (moveCost == bestCost) {
|
||||
bestMoves.add(move);
|
||||
} else if (moveCost > bestCost) {
|
||||
bestMoves.clear();
|
||||
bestMoves.add(move);
|
||||
bestCost = moveCost;
|
||||
}
|
||||
}
|
||||
return bestMoves;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void play() {
|
||||
List<Move> bestMoves = getBestMoves();
|
||||
int randomMove = this.random.nextInt(bestMoves.size());
|
||||
this.commandExecutor.executeCommand(new MoveCommand(bestMoves.get(randomMove)));
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void promote(Coordinate pawnCoords) {
|
||||
sendCommand(new PromoteCommand(PromoteType.Queen));
|
||||
}
|
||||
|
||||
}
|
||||
60
app/src/main/java/chess/ai/PieceCost.java
Normal file
60
app/src/main/java/chess/ai/PieceCost.java
Normal file
@@ -0,0 +1,60 @@
|
||||
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;
|
||||
|
||||
public class PieceCost implements PieceVisitor<Integer> {
|
||||
|
||||
private final Color player;
|
||||
|
||||
public PieceCost(Color color) {
|
||||
this.player = color;
|
||||
}
|
||||
|
||||
public int getCost(Piece piece) {
|
||||
if (piece == null)
|
||||
return 0;
|
||||
int cost = visit(piece);
|
||||
if (piece.getColor() == player)
|
||||
cost = -cost;
|
||||
return cost;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Integer visitPiece(Bishop bishop) {
|
||||
return 3;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Integer visitPiece(King king) {
|
||||
return 90;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Integer visitPiece(Knight knight) {
|
||||
return 3;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Integer visitPiece(Pawn pawn) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Integer visitPiece(Queen queen) {
|
||||
return 9;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Integer visitPiece(Rook rook) {
|
||||
return 5;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -57,14 +57,14 @@ public class CommandExecutor {
|
||||
this.dispatcher.onGameEnd();
|
||||
return;
|
||||
}
|
||||
switchPlayerTurn();
|
||||
switchPlayerTurn(command instanceof UndoCommand);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void switchPlayerTurn() {
|
||||
private void switchPlayerTurn(boolean undone) {
|
||||
this.game.switchPlayerTurn();
|
||||
this.dispatcher.onPlayerTurn(this.game.getPlayerTurn());
|
||||
this.dispatcher.onPlayerTurn(this.game.getPlayerTurn(), undone);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -51,7 +51,7 @@ public class NewGameCommand extends Command {
|
||||
game.reset();
|
||||
|
||||
outputSystem.onGameStart();
|
||||
outputSystem.onPlayerTurn(game.getPlayerTurn());
|
||||
outputSystem.onPlayerTurn(game.getPlayerTurn(), false);
|
||||
|
||||
return CommandResult.NotMoved;
|
||||
}
|
||||
|
||||
@@ -43,7 +43,7 @@ public class EmptyGameDispatcher extends GameDispatcher {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color) {
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -7,7 +7,7 @@ import chess.model.Move;
|
||||
public abstract class GameAdaptator implements GameListener {
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color) {}
|
||||
public void onPlayerTurn(Color color, boolean undone) {}
|
||||
|
||||
@Override
|
||||
public void onWin(Color color) {}
|
||||
|
||||
@@ -29,8 +29,8 @@ public class GameDispatcher implements GameListener {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color) {
|
||||
asyncForEachCall((l) -> l.onPlayerTurn(color));
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
asyncForEachCall((l) -> l.onPlayerTurn(color, undone));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -56,8 +56,9 @@ public interface GameListener {
|
||||
/**
|
||||
* 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);
|
||||
void onPlayerTurn(Color color, boolean undone);
|
||||
|
||||
/**
|
||||
* Invoked when a pawn should be promoted
|
||||
|
||||
@@ -20,8 +20,8 @@ public class Game {
|
||||
Draw, Check, CheckMate, OnGoing, Pat;
|
||||
}
|
||||
|
||||
public Game(ChessBoard board) {
|
||||
this.board = board;
|
||||
public Game() {
|
||||
this.board = new ChessBoard();
|
||||
this.movesHistory = new Stack<>();
|
||||
this.traitsPos = new HashMap<>();
|
||||
}
|
||||
|
||||
@@ -11,7 +11,6 @@ import chess.controller.commands.MoveCommand;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.controller.commands.PromoteCommand;
|
||||
import chess.controller.event.EmptyGameDispatcher;
|
||||
import chess.model.ChessBoard;
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Game;
|
||||
@@ -22,7 +21,7 @@ import chess.model.pieces.Pawn;
|
||||
public class PgnExport {
|
||||
|
||||
// public static void main(String[] args) {
|
||||
// final Game game = new Game(new ChessBoard());
|
||||
// final Game game = new Game();
|
||||
// final CommandExecutor commandExecutor = new CommandExecutor(game);
|
||||
|
||||
// DumbAI ai1 = new DumbAI(commandExecutor, Color.White);
|
||||
@@ -190,8 +189,7 @@ public class PgnExport {
|
||||
|
||||
public static String exportGame(Game game) {
|
||||
|
||||
ChessBoard board = new ChessBoard();
|
||||
Game virtualGame = new Game(board);
|
||||
Game virtualGame = new Game();
|
||||
|
||||
CommandExecutor executor = new CommandExecutor(virtualGame, new EmptyGameDispatcher());
|
||||
executor.executeCommand(new NewGameCommand());
|
||||
|
||||
29
app/src/main/java/chess/simulator/EnPassantTest.java
Normal file
29
app/src/main/java/chess/simulator/EnPassantTest.java
Normal file
@@ -0,0 +1,29 @@
|
||||
package chess.simulator;
|
||||
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Move;
|
||||
|
||||
import java.util.Arrays;
|
||||
import java.util.List;
|
||||
|
||||
public class EnPassantTest extends Simulator{
|
||||
|
||||
public EnPassantTest(CommandExecutor commandExecutor) {
|
||||
super(commandExecutor);
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
protected List<Move> getMoves() {
|
||||
return Arrays.asList(
|
||||
// white pawn
|
||||
new Move(new Coordinate(4, 6), new Coordinate(4, 4)),
|
||||
// black pawn 1
|
||||
new Move(new Coordinate(4, 1), new Coordinate(4, 2)),
|
||||
// white pawn
|
||||
new Move(new Coordinate(4, 4), new Coordinate(4, 3)),
|
||||
// black pawn #2
|
||||
new Move(new Coordinate(3, 1), new Coordinate(3, 3)));
|
||||
}
|
||||
}
|
||||
@@ -1,31 +1,15 @@
|
||||
package chess.view.render;
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import org.joml.Vector3f;
|
||||
import org.lwjgl.opengl.*;
|
||||
|
||||
import chess.view.render.shader.BoardShader;
|
||||
|
||||
import static org.lwjgl.opengl.GL30.*;
|
||||
|
||||
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;
|
||||
|
||||
public Renderer() {
|
||||
this.shader = new BoardShader();
|
||||
}
|
||||
|
||||
public void Init() {
|
||||
shader.LoadShader();
|
||||
InitBoard();
|
||||
}
|
||||
|
||||
private float[] GetBoardPositions() {
|
||||
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++) {
|
||||
@@ -59,12 +43,12 @@ public class Renderer {
|
||||
return positions;
|
||||
}
|
||||
|
||||
private float[] GetBoardColors() {
|
||||
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) {
|
||||
if ((i + j) % 2 == 0) {
|
||||
color = new Vector3f(1.0f, 1.0f, 1.0f);
|
||||
} else {
|
||||
color = new Vector3f(0.0f, 0.0f, 0.0f);
|
||||
@@ -80,12 +64,12 @@ public class Renderer {
|
||||
return colors;
|
||||
}
|
||||
|
||||
private int[] GetBoardIndicies() {
|
||||
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;
|
||||
@@ -93,9 +77,9 @@ public class Renderer {
|
||||
return indices;
|
||||
}
|
||||
|
||||
private void InitBoard() {
|
||||
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);
|
||||
@@ -103,22 +87,10 @@ 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;
|
||||
}
|
||||
}
|
||||
83
app/src/main/java/chess/view/DDDrender/Camera.java
Normal file
83
app/src/main/java/chess/view/DDDrender/Camera.java
Normal file
@@ -0,0 +1,83 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
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);
|
||||
this.angle = 0.0f;
|
||||
}
|
||||
|
||||
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 setX(float x) {
|
||||
this.pos.x = x;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.pos.y = y;
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.pos.z = z;
|
||||
}
|
||||
|
||||
public void setPosition(Vector3f pos) {
|
||||
this.pos = pos;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
16
app/src/main/java/chess/view/DDDrender/DDDModel.java
Normal file
16
app/src/main/java/chess/view/DDDrender/DDDModel.java
Normal file
@@ -0,0 +1,16 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
public class DDDModel {
|
||||
private final List<VertexArray> vaos;
|
||||
|
||||
public DDDModel(List<VertexArray> vaos) {
|
||||
this.vaos = vaos;
|
||||
}
|
||||
|
||||
public List<VertexArray> getVaos() {
|
||||
return vaos;
|
||||
}
|
||||
|
||||
}
|
||||
12
app/src/main/java/chess/view/DDDrender/DDDPlacement.java
Normal file
12
app/src/main/java/chess/view/DDDrender/DDDPlacement.java
Normal file
@@ -0,0 +1,12 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import org.joml.Vector2f;
|
||||
|
||||
import chess.model.Coordinate;
|
||||
|
||||
class DDDPlacement {
|
||||
static public Vector2f coordinates_to_vector(Coordinate coo) {
|
||||
return new Vector2f(1.0f - 0.125f - coo.getX() * 0.250f, 1.0f - 0.125f - coo.getY() * 0.250f);
|
||||
}
|
||||
|
||||
}
|
||||
22
app/src/main/java/chess/view/DDDrender/DDDView.java
Normal file
22
app/src/main/java/chess/view/DDDrender/DDDView.java
Normal file
@@ -0,0 +1,22 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.event.GameAdaptator;
|
||||
|
||||
public class DDDView extends GameAdaptator{
|
||||
|
||||
private final CommandExecutor commandExecutor;
|
||||
private final Window window;
|
||||
private final Renderer renderer;
|
||||
|
||||
public DDDView(CommandExecutor commandExecutor) {
|
||||
this.commandExecutor = commandExecutor;
|
||||
this.renderer = new Renderer();
|
||||
this.window = new Window(commandExecutor, this.renderer);
|
||||
}
|
||||
|
||||
public void run() {
|
||||
this.window.run();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.view.render;
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
144
app/src/main/java/chess/view/DDDrender/ModelLoader.java
Normal file
144
app/src/main/java/chess/view/DDDrender/ModelLoader.java
Normal file
@@ -0,0 +1,144 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
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 java.util.stream.IntStream;
|
||||
|
||||
import org.lwjgl.PointerBuffer;
|
||||
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.AssetManager;
|
||||
|
||||
public class ModelLoader {
|
||||
|
||||
private static final int VERTEX_SIZE = 3;
|
||||
private static final int UV_SIZE = 2;
|
||||
private static final int VERTEX_POSITION_INDEX = 0;
|
||||
private static final int VERTEX_UV_INDEX = 1;
|
||||
private static final int VERTEX_NORMAL_INDEX = 2;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
private static VertexArray processMesh(AIMesh mesh, AIScene scene) {
|
||||
List<Float> positions = new ArrayList<>();
|
||||
List<Float> textureCoords = 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++) {
|
||||
int offset = indicies.size();
|
||||
int numIndices = faces.get(i).mNumIndices();
|
||||
IntBuffer faceIndicies = faces.get(i).mIndices();
|
||||
// IntStream.of(faceIndicies.array()).forEach(indicies::add);
|
||||
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());
|
||||
}
|
||||
|
||||
PointerBuffer vertexTexture = mesh.mTextureCoords();
|
||||
for (int i = 0; i < vertNumber; i++) {
|
||||
// PointerBuffer buff = mesh.mTextureCoords();
|
||||
// textureCoords.add(buff.get(i).x());
|
||||
// textureCoords.add(buff.get(i).y());
|
||||
}
|
||||
|
||||
VertexBuffer positionVBO = new VertexBuffer(toFloatArray(positions), VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(VERTEX_POSITION_INDEX, VERTEX_SIZE, 0);
|
||||
VertexBuffer textureVBO = new VertexBuffer(toFloatArray(textureCoords), UV_SIZE);
|
||||
textureVBO.AddVertexAttribPointer(VERTEX_UV_INDEX, UV_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(textureVBO);
|
||||
vao.BindVertexBuffer(normalVBO);
|
||||
vao.Unbind();
|
||||
return vao;
|
||||
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
74
app/src/main/java/chess/view/DDDrender/PieceModel.java
Normal file
74
app/src/main/java/chess/view/DDDrender/PieceModel.java
Normal file
@@ -0,0 +1,74 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
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;
|
||||
|
||||
public class PieceModel 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";
|
||||
}
|
||||
|
||||
}
|
||||
79
app/src/main/java/chess/view/DDDrender/Renderer.java
Normal file
79
app/src/main/java/chess/view/DDDrender/Renderer.java
Normal file
@@ -0,0 +1,79 @@
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
|
||||
|
||||
import java.io.IOException;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector2f;
|
||||
import org.joml.Vector3f;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
|
||||
import chess.model.Color;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Piece;
|
||||
import chess.view.DDDrender.shader.BoardShader;
|
||||
import chess.view.DDDrender.shader.PieceShader;
|
||||
import chess.view.DDDrender.shader.ShaderProgram;
|
||||
|
||||
public class Renderer {
|
||||
private BoardShader boardShader;
|
||||
private PieceShader pieceShader;
|
||||
private VertexArray boardVao;
|
||||
private final PieceModel models;
|
||||
|
||||
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);
|
||||
|
||||
public Renderer() {
|
||||
this.boardShader = new BoardShader();
|
||||
this.pieceShader = new PieceShader();
|
||||
this.models = new PieceModel();
|
||||
}
|
||||
|
||||
public void Init() {
|
||||
boardShader.LoadShader();
|
||||
pieceShader.LoadShader();
|
||||
this.boardVao = BoardModelLoader.GetBoardModel();
|
||||
}
|
||||
|
||||
public void RenderPiece(Piece piece, Coordinate pos) {
|
||||
try {
|
||||
DDDModel pieceModel = this.models.getModel(piece);
|
||||
Render(pieceModel, piece.getColor() == Color.White ? WHITE : BLACK, DDDPlacement.coordinates_to_vector(pos),
|
||||
piece.getColor() == Color.White ? 0.0f : 3.14f);
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
public void Render(Camera cam) {
|
||||
this.boardShader.Start();
|
||||
this.boardShader.SetCamMatrix(cam);
|
||||
this.pieceShader.Start();
|
||||
this.pieceShader.SetCamMatrix(cam);
|
||||
RenderVao(this.boardShader, this.boardVao);
|
||||
}
|
||||
|
||||
public void Render(DDDModel model, Vector3f color, Vector2f position, float rotation) {
|
||||
Vector3f realPos = new Vector3f(position.x(), 0, position.y());
|
||||
this.pieceShader.Start();
|
||||
this.pieceShader.setModelColor(color);
|
||||
this.pieceShader.setModelTransform(new Matrix4f().translate(realPos).rotate(rotation, new Vector3f(0, 1, 0)));
|
||||
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();
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.view.render;
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.view.render;
|
||||
package chess.view.DDDrender;
|
||||
|
||||
public record VertexAttribPointer(int index, int size, int offset) {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.view.render;
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.GL_FLOAT;
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
package chess.view.render;
|
||||
package chess.view.DDDrender;
|
||||
|
||||
import org.lwjgl.*;
|
||||
import org.lwjgl.glfw.*;
|
||||
import org.lwjgl.opengl.*;
|
||||
import org.lwjgl.system.*;
|
||||
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.GetPieceAtCommand;
|
||||
import chess.model.Coordinate;
|
||||
import chess.model.Piece;
|
||||
|
||||
import java.nio.*;
|
||||
|
||||
import static org.lwjgl.glfw.Callbacks.*;
|
||||
@@ -20,10 +25,12 @@ public class Window {
|
||||
|
||||
private Renderer renderer;
|
||||
private Camera cam;
|
||||
private final CommandExecutor commandExecutor;
|
||||
|
||||
public Window() {
|
||||
public Window(CommandExecutor commandExecutor, Renderer renderer) {
|
||||
this.renderer = new Renderer();
|
||||
this.cam = new Camera();
|
||||
this.commandExecutor = commandExecutor;
|
||||
}
|
||||
|
||||
public void run() {
|
||||
@@ -87,9 +94,31 @@ public class Window {
|
||||
glfwShowWindow(window);
|
||||
}
|
||||
|
||||
private void render() {
|
||||
cam.rotate(0.01f, 0.01f);
|
||||
private void render(float delta, float aspectRatio) {
|
||||
final float angle = 1f;
|
||||
cam.setRotateAngle(cam.getRotateAngle() + angle * delta);
|
||||
|
||||
cam.setAspectRatio(aspectRatio);
|
||||
renderer.Render(cam);
|
||||
renderPieces();
|
||||
}
|
||||
|
||||
private Piece pieceAt(Coordinate pos) {
|
||||
GetPieceAtCommand cmd = new GetPieceAtCommand(pos);
|
||||
this.commandExecutor.executeCommand(cmd);
|
||||
return cmd.getPiece();
|
||||
}
|
||||
|
||||
private void renderPieces() {
|
||||
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 = pieceAt(pos);
|
||||
if (piece == null)
|
||||
continue;
|
||||
this.renderer.RenderPiece(pieceAt(pos), pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void loop() {
|
||||
@@ -103,16 +132,30 @@ public class Window {
|
||||
renderer.Init();
|
||||
|
||||
// Set the clear color
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
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);
|
||||
|
||||
double lastTime = glfwGetTime();
|
||||
|
||||
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 (!glfwWindowShouldClose(window)) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
|
||||
|
||||
render();
|
||||
double currentTime = glfwGetTime();
|
||||
render((float) (currentTime - lastTime), (float) width[0] / (float) height[0]);
|
||||
lastTime = glfwGetTime();
|
||||
|
||||
glfwSwapBuffers(window); // swap the color buffers
|
||||
|
||||
@@ -120,15 +163,9 @@ public class Window {
|
||||
// invoked during this call.
|
||||
glfwPollEvents();
|
||||
|
||||
try (MemoryStack stack = stackPush()) {
|
||||
IntBuffer pWidth = stack.mallocInt(1); // int*
|
||||
IntBuffer pHeight = stack.mallocInt(1); // int*
|
||||
glfwGetWindowSize(window, width, height);
|
||||
glViewport(0, 0, width[0], height[0]);
|
||||
|
||||
// Get the window size passed to glfwCreateWindow
|
||||
glfwGetWindowSize(window, pWidth, pHeight);
|
||||
|
||||
glViewport(0, 0, pWidth.get(), pHeight.get());
|
||||
} // the stack frame is popped automatically
|
||||
}
|
||||
}
|
||||
|
||||
102
app/src/main/java/chess/view/DDDrender/shader/BoardShader.java
Normal file
102
app/src/main/java/chess/view/DDDrender/shader/BoardShader.java
Normal 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;
|
||||
|
||||
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());
|
||||
}
|
||||
}
|
||||
117
app/src/main/java/chess/view/DDDrender/shader/PieceShader.java
Normal file
117
app/src/main/java/chess/view/DDDrender/shader/PieceShader.java
Normal file
@@ -0,0 +1,117 @@
|
||||
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 vec2 uv;
|
||||
layout(location = 2) 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;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
package chess.view.render.shader;
|
||||
package chess.view.DDDrender.shader;
|
||||
|
||||
import java.nio.FloatBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
@@ -56,8 +56,8 @@ 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 +68,7 @@ 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;
|
||||
}
|
||||
@@ -20,12 +20,17 @@ public class Console implements GameListener {
|
||||
private final Scanner scanner = new Scanner(System.in);
|
||||
private final CommandExecutor commandExecutor;
|
||||
private final ConsolePieceName consolePieceName = new ConsolePieceName();
|
||||
private boolean captureInput = false;
|
||||
private boolean captureInput;
|
||||
private final ExecutorService executor;
|
||||
|
||||
public Console(CommandExecutor commandExecutor) {
|
||||
public Console(CommandExecutor commandExecutor, boolean captureInput) {
|
||||
this.commandExecutor = commandExecutor;
|
||||
this.executor = Executors.newSingleThreadExecutor();
|
||||
this.captureInput = captureInput;
|
||||
}
|
||||
|
||||
public Console(CommandExecutor commandExecutor) {
|
||||
this(commandExecutor, true);
|
||||
}
|
||||
|
||||
private Piece pieceAt(int x, int y) {
|
||||
@@ -61,7 +66,7 @@ public class Console implements GameListener {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(Color color) {
|
||||
public void onPlayerTurn(Color color, boolean undone) {
|
||||
if (!captureInput)
|
||||
return;
|
||||
System.out.println(Colors.RED + "Player turn: " + color + Colors.RESET);
|
||||
|
||||
@@ -1,128 +0,0 @@
|
||||
package chess.view.render;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
public class Camera {
|
||||
public static final float fov = 70.0f;
|
||||
// should be changed to match screen
|
||||
public static final float aspect = 1.0f;
|
||||
public static final float zNear = 0.01f;
|
||||
public static final float zFar = 100.0f;
|
||||
|
||||
private Vector3f pos;
|
||||
|
||||
private float yaw = 0.0f;
|
||||
private float pitch = 0.0f;
|
||||
|
||||
public Camera() {
|
||||
this.pos = new Vector3f(0, 2.0f, 0);
|
||||
setRotation(0.0f, -3.14150f / 2.0f);
|
||||
}
|
||||
|
||||
public void move(float x, float y) {
|
||||
this.pos.x += x;
|
||||
this.pos.y += y;
|
||||
}
|
||||
|
||||
public void rotate(float yaw, float pitch) {
|
||||
this.yaw += yaw;
|
||||
this.pitch += pitch;
|
||||
}
|
||||
|
||||
public Vector3f getPos() {
|
||||
return pos;
|
||||
}
|
||||
|
||||
public float getYaw() {
|
||||
return yaw;
|
||||
}
|
||||
|
||||
public float getPitch() {
|
||||
return pitch;
|
||||
}
|
||||
|
||||
public float getFov() {
|
||||
return fov;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.pos.x = x;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.pos.y = y;
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.pos.z = z;
|
||||
}
|
||||
|
||||
public void setYaw(float yaw) {
|
||||
this.yaw = yaw;
|
||||
}
|
||||
|
||||
public void setPitch(float pitch) {
|
||||
this.pitch = pitch;
|
||||
}
|
||||
|
||||
public void reset() {
|
||||
resetPosition();
|
||||
resetRotation();
|
||||
}
|
||||
|
||||
public void resetPosition() {
|
||||
pos = new Vector3f(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
public void resetRotation() {
|
||||
yaw = 0.0f;
|
||||
pitch = 0.0f;
|
||||
}
|
||||
|
||||
public void moveForward(float distance) {
|
||||
pos.x += distance * (float) Math.cos(yaw);
|
||||
pos.y += distance * (float) Math.sin(yaw);
|
||||
}
|
||||
|
||||
public void moveRight(float distance) {
|
||||
pos.x += distance * (float) Math.cos(yaw);
|
||||
pos.y += distance * (float) Math.sin(yaw);
|
||||
}
|
||||
|
||||
public void moveUp(float distance) {
|
||||
pos.z += distance;
|
||||
}
|
||||
|
||||
public void moveDown(float distance) {
|
||||
pos.z -= distance;
|
||||
}
|
||||
|
||||
public void addYaw(float angle) {
|
||||
yaw += angle;
|
||||
}
|
||||
|
||||
public void addPitch(float angle) {
|
||||
pitch += angle;
|
||||
}
|
||||
|
||||
public void setPosition(Vector3f pos) {
|
||||
this.pos = pos;
|
||||
}
|
||||
|
||||
public void setRotation(float yaw, float pitch) {
|
||||
this.yaw = yaw;
|
||||
this.pitch = pitch;
|
||||
}
|
||||
|
||||
public Matrix4f getMatrix() {
|
||||
Vector3f forward = new Vector3f(
|
||||
(float) (Math.cos(yaw) * Math.cos(pitch)),
|
||||
(float) (Math.sin(pitch)),
|
||||
(float) (Math.sin(yaw) * Math.cos(pitch)));
|
||||
|
||||
return new Matrix4f()
|
||||
.perspective((float) (Math.toRadians(fov)), aspect, zNear, zFar)
|
||||
.lookAt(pos, forward, new Vector3f(0.0f, 1.0f, 0.0f));
|
||||
}
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
package chess.view.render.shader;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
|
||||
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 camMatrix;
|
||||
|
||||
flat out vec3 pass_color;
|
||||
|
||||
void main(void){
|
||||
gl_Position = camMatrix * vec4(position, 1.0);
|
||||
pass_color = color;
|
||||
}
|
||||
""";
|
||||
|
||||
private static String fragmentShader = """
|
||||
#version 330
|
||||
|
||||
flat in vec3 pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
out_color = vec4(pass_color, 1.0);
|
||||
}
|
||||
""";
|
||||
|
||||
private int location_CamMatrix = 0;
|
||||
|
||||
public BoardShader() {
|
||||
|
||||
}
|
||||
|
||||
public void LoadShader() {
|
||||
super.LoadProgram(vertexShader, fragmentShader);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void GetAllUniformLocation() {
|
||||
location_CamMatrix = GetUniformLocation("camMatrix");
|
||||
}
|
||||
|
||||
public void SetCamMatrix(Matrix4f mat) {
|
||||
LoadMat4(location_CamMatrix, mat);
|
||||
}
|
||||
}
|
||||
@@ -213,7 +213,7 @@ public class Window extends JFrame implements GameListener {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlayerTurn(chess.model.Color color) {
|
||||
public void onPlayerTurn(chess.model.Color color, boolean undone) {
|
||||
this.displayText.setText("Current turn: " + color);
|
||||
updateButtons();
|
||||
}
|
||||
|
||||
BIN
app/src/main/resources/3d/black-bishop.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-bishop.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/black-king.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-king.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/black-knight.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-knight.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/black-pawn.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-pawn.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/black-queen.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-queen.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/black-rook.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/black-rook.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/white-bishop.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/white-bishop.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/white-king.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/white-king.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/white-knight.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/white-knight.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/white-pawn.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/white-pawn.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/white-queen.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/white-queen.fbx
LFS
Normal file
Binary file not shown.
BIN
app/src/main/resources/3d/white-rook.fbx
LFS
Normal file
BIN
app/src/main/resources/3d/white-rook.fbx
LFS
Normal file
Binary file not shown.
@@ -3,24 +3,20 @@
|
||||
*/
|
||||
package chess;
|
||||
|
||||
import org.junit.jupiter.api.Test;
|
||||
|
||||
import chess.ai.DumbAI;
|
||||
import chess.controller.Command;
|
||||
import chess.controller.CommandExecutor;
|
||||
import chess.controller.commands.NewGameCommand;
|
||||
import chess.controller.commands.UndoCommand;
|
||||
import chess.controller.event.GameAdaptator;
|
||||
import chess.model.*;
|
||||
import chess.model.pieces.*;
|
||||
import chess.simulator.Simulator;
|
||||
import chess.view.simplerender.Window;
|
||||
import org.junit.jupiter.api.Test;
|
||||
|
||||
import java.util.List;
|
||||
import java.util.Objects;
|
||||
import chess.model.Color;
|
||||
import chess.model.Game;
|
||||
|
||||
class AppTest {
|
||||
@Test void functionalRollback(){
|
||||
Game game = new Game(new ChessBoard());
|
||||
Game game = new Game();
|
||||
CommandExecutor commandExecutor = new CommandExecutor(game);
|
||||
|
||||
DumbAI ai = new DumbAI(commandExecutor, Color.Black);
|
||||
@@ -38,9 +34,9 @@ class AppTest {
|
||||
result = commandExecutor.executeCommand(new UndoCommand());
|
||||
} while (result != Command.CommandResult.NotAllowed);
|
||||
|
||||
Game initialGame = new Game(new ChessBoard());
|
||||
Game initialGame = new Game();
|
||||
CommandExecutor initialCommandExecutor = new CommandExecutor(initialGame);
|
||||
commandExecutor.executeCommand(new NewGameCommand());
|
||||
initialCommandExecutor.executeCommand(new NewGameCommand());
|
||||
|
||||
assert(game.getBoard().equals(initialGame.getBoard()));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user