/*
Texel - A UCI chess engine.
Copyright (C) 2012-2013 Peter Ă–sterlund, peterosterlund2@gmail.com
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* game.hpp
*
* Created on: Feb 25, 2012
* Author: petero
*/
#ifndef GAME_HPP_
#define GAME_HPP_
#include "move.hpp"
#include "undoInfo.hpp"
#include "position.hpp"
#include "player.hpp"
#include <vector>
#include <string>
#include <memory>
class GameTest;
/**
* Handles a game between two players.
*/
class Game {
friend class GameTest;
public:
Game(const std::shared_ptr<Player>& whitePlayer,
const std::shared_ptr<Player>& blackPlayer);
virtual ~Game();
Game(const Game& other) = delete;
Game& operator=(const Game& other) = delete;
/**
* Update the game state according to move/command string from a player.
* @param str The move or command to process.
* @return True if str was understood, false otherwise.
*/
bool processString(const std::string& str);
std::string getGameStateString();
const Position& getPos() const;
/**
* Get the last played move, or null if no moves played yet.
*/
Move getLastMove();
enum GameState {
ALIVE,
WHITE_MATE, // White mates
BLACK_MATE, // Black mates
WHITE_STALEMATE, // White is stalemated
BLACK_STALEMATE, // Black is stalemated
DRAW_REP, // Draw by 3-fold repetition
DRAW_50, // Draw by 50 move rule
DRAW_NO_MATE, // Draw by impossibility of check mate
DRAW_AGREE, // Draw by agreement
RESIGN_WHITE, // White resigns
RESIGN_BLACK // Black resigns
};
/**
* Get the current state of the game.
*/
GameState getGameState();
/**
* Check if a draw offer is available.
* @return True if the current player has the option to accept a draw offer.
*/
bool haveDrawOffer();
void getPosHistory(std::vector<std::string> ret);
std::string getMoveListString(bool compressed);
std::string getPGNResultString();
/** Return a list of previous positions in this game, back to the last "zeroing" move. */
void getHistory(std::vector<Position>& posList);
protected:
/**
* Handle a special command.
* @param moveStr The command to handle
* @return True if command handled, false otherwise.
*/
virtual bool handleCommand(const std::string& moveStr);
/** Swap players around if needed to make the human player in control of the next move. */
void activateHumanPlayer();
std::shared_ptr<Player> whitePlayer;
std::shared_ptr<Player> blackPlayer;
std::vector<Move> moveList;
std::vector<UndoInfo> uiInfoList;
std::vector<bool> drawOfferList;
int currentMove;
private:
/** Print a list of all moves. */
void listMoves();
bool handleDrawCmd(std::string drawCmd);
bool handleBookCmd(const std::string& bookCmd);
bool insufficientMaterial();
/** Compute PerfT value. */
static U64 perfT(Position& pos, int depth);
Position pos;
std::string drawStateMoveStr; // Move required to claim DRAW_REP or DRAW_50
GameState resignState;
bool pendingDrawOffer;
GameState drawState;
};
inline
Game::~Game() {
}
inline const Position& Game::getPos() const {
return pos;
}
#endif /* GAME_HPP_ */