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| Total Complexity | 109 |
| Total Lines | 265 |
| Duplicated Lines | 0 % |
| Changes | 4 | ||
| Bugs | 0 | Features | 0 |
Complex classes like ChessPiece often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
While breaking up the class, it is a good idea to analyze how other classes use ChessPiece, and based on these observations, apply Extract Interface, too.
| 1 | <?php declare(strict_types=1); |
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| 7 | class ChessPiece { |
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| 8 | |||
| 9 | public const KING = 1; |
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| 10 | public const QUEEN = 2; |
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| 11 | public const ROOK = 3; |
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| 12 | public const BISHOP = 4; |
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| 13 | public const KNIGHT = 5; |
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| 14 | public const PAWN = 6; |
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| 15 | |||
| 16 | public function __construct( |
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| 22 | } |
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| 23 | |||
| 24 | /** |
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| 25 | * @param array<int, array<int, ?ChessPiece>> $board |
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| 26 | * @param array<mixed> $hasMoved |
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| 27 | */ |
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| 28 | public function isSafeMove(array $board, array $hasMoved, int $toX, int $toY): bool { |
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| 29 | // Make a deep copy of the board so that we can inspect possible future |
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| 30 | // positions without actually changing the state of the real board. |
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| 31 | // (Note $hasMoved is safe to shallow copy since it has no objects.) |
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| 32 | $boardCopy = []; |
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| 33 | foreach ($board as $y => $row) { |
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| 34 | foreach ($row as $x => $piece) { |
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| 35 | if ($piece === null) { |
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| 36 | $boardCopy[$y][$x] = null; |
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| 37 | } else { |
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| 38 | $boardCopy[$y][$x] = clone $piece; |
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| 39 | } |
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| 40 | } |
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| 41 | } |
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| 42 | |||
| 43 | ChessGame::movePiece($boardCopy, $hasMoved, $this->x, $this->y, $toX, $toY); |
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| 44 | return !ChessGame::isPlayerChecked($boardCopy, $hasMoved, $this->colour); |
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| 45 | } |
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| 46 | |||
| 47 | /** |
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| 48 | * @param array<int, array<int, ?ChessPiece>> $board |
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| 49 | * @param array<mixed> $hasMoved |
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| 50 | */ |
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| 51 | public function isAttacking(array $board, array $hasMoved, bool $king, int $x = -1, int $y = -1): bool { |
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| 52 | $moves = $this->getPossibleMoves($board, $hasMoved, null, true); |
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| 53 | foreach ($moves as [$toX, $toY]) { |
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| 54 | $p = $board[$toY][$toX]; |
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| 55 | if (($toX == $x && $toY == $y) || ($king === true && $p != null && $p->pieceID == self::KING && $this->colour != $p->colour)) { |
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| 56 | return true; |
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| 57 | } |
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| 58 | } |
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| 59 | return false; |
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| 60 | } |
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| 61 | |||
| 62 | /** |
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| 63 | * @param array<int, array<int, ?ChessPiece>> $board |
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| 64 | * @param array<mixed> $hasMoved |
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| 65 | * @return array<array{int, int}>> |
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| 66 | */ |
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| 67 | public function getPossibleMoves(array $board, array $hasMoved, Colour $forColour = null, bool $attackingCheck = false): array { |
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| 68 | $moves = []; |
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| 69 | if ($forColour === null || $this->colour === $forColour) { |
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| 70 | if ($this->pieceID == self::PAWN) { |
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| 71 | $dirY = $this->colour == Colour::Black ? 1 : -1; |
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| 72 | $moveY = $this->y + $dirY; |
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| 73 | //Pawn forward movement is not attacking - so don't check it if doing an attacking check. |
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| 74 | if (!$attackingCheck) { |
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| 75 | if (ChessGame::isValidCoord($this->x, $moveY, $board) && $board[$moveY][$this->x] === null && $this->isSafeMove($board, $hasMoved, $this->x, $moveY)) { |
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| 76 | $moves[] = [$this->x, $moveY]; |
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| 77 | } |
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| 78 | $doubleMoveY = $moveY + $dirY; |
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| 79 | if ($this->y - $dirY == 0 || $this->y - $dirY * 2 == count($board)) { //Double move first move |
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| 80 | if ($board[$moveY][$this->x] === null && $board[$doubleMoveY][$this->x] === null && $this->isSafeMove($board, $hasMoved, $this->x, $doubleMoveY)) { |
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| 81 | $moves[] = [$this->x, $doubleMoveY]; |
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| 82 | } |
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| 83 | } |
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| 84 | } |
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| 85 | for ($i = -1; $i < 2; $i += 2) { |
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| 86 | $moveX = $this->x + $i; |
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| 87 | if (ChessGame::isValidCoord($moveX, $moveY, $board)) { |
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| 88 | if ($attackingCheck || |
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| 89 | ((($hasMoved[self::PAWN][0] == $moveX && $hasMoved[self::PAWN][1] == $this->y) || |
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| 90 | ($board[$moveY][$moveX] != null && $board[$moveY][$moveX]->colour != $this->colour)) |
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| 91 | && $this->isSafeMove($board, $hasMoved, $moveX, $moveY))) { |
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| 92 | $moves[] = [$moveX, $moveY]; |
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| 93 | } |
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| 94 | } |
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| 95 | } |
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| 96 | } elseif ($this->pieceID == self::KING) { |
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| 97 | for ($i = -1; $i < 2; $i++) { |
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| 98 | for ($j = -1; $j < 2; $j++) { |
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| 99 | if ($i != 0 || $j != 0) { |
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| 100 | $this->addMove($this->x + $i, $this->y + $j, $board, $moves, $hasMoved, $attackingCheck); |
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| 101 | } |
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| 102 | } |
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| 103 | } |
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| 104 | //Castling is not attacking - so don't check it if doing an attacking check. |
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| 105 | if (!$attackingCheck && !$hasMoved[$this->colour->value][self::KING] && !ChessGame::isPlayerChecked($board, $hasMoved, $this->colour)) { |
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| 106 | if (!$hasMoved[$this->colour->value][self::ROOK]['Queen'] && |
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| 107 | ChessGame::isValidCoord($this->x - 1, $this->y, $board) && $board[$this->y][$this->x - 1] === null && |
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| 108 | ChessGame::isValidCoord($this->x - 3, $this->y, $board) && $board[$this->y][$this->x - 3] === null && |
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| 109 | $this->isSafeMove($board, $hasMoved, $this->x - 1, $this->y)) { |
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| 110 | $this->addMove($this->x - 2, $this->y, $board, $moves, $hasMoved, $attackingCheck); |
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| 111 | } |
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| 112 | if (!$hasMoved[$this->colour->value][self::ROOK]['King'] && |
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| 113 | ChessGame::isValidCoord($this->x + 1, $this->y, $board) && $board[$this->y][$this->x + 1] === null && |
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| 114 | $this->isSafeMove($board, $hasMoved, $this->x + 1, $this->y)) { |
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| 115 | $this->addMove($this->x + 2, $this->y, $board, $moves, $hasMoved, $attackingCheck); |
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| 116 | } |
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| 117 | } |
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| 118 | } elseif ($this->pieceID == self::QUEEN) { |
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| 119 | $moveX = $this->x; |
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| 120 | $moveY = $this->y; |
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| 121 | while ($this->addMove(--$moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Left |
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| 122 | $moveX = $this->x; |
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| 123 | $moveY = $this->y; |
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| 124 | while ($this->addMove(++$moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Right |
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| 125 | $moveX = $this->x; |
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| 126 | $moveY = $this->y; |
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| 127 | while ($this->addMove($moveX, ++$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up |
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| 128 | $moveX = $this->x; |
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| 129 | $moveY = $this->y; |
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| 130 | while ($this->addMove($moveX, --$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Down |
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| 131 | $moveX = $this->x; |
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| 132 | $moveY = $this->y; |
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| 133 | while ($this->addMove(--$moveX, --$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up-Left |
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| 134 | $moveX = $this->x; |
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| 135 | $moveY = $this->y; |
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| 136 | while ($this->addMove(++$moveX, --$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up-Right |
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| 137 | $moveX = $this->x; |
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| 138 | $moveY = $this->y; |
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| 139 | while ($this->addMove(--$moveX, ++$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Down-Left |
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| 140 | $moveX = $this->x; |
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| 141 | $moveY = $this->y; |
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| 142 | while ($this->addMove(++$moveX, ++$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up-Left |
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| 143 | } elseif ($this->pieceID == self::ROOK) { |
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| 144 | $moveX = $this->x; |
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| 145 | $moveY = $this->y; |
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| 146 | while ($this->addMove(--$moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Left |
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| 147 | $moveX = $this->x; |
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| 148 | $moveY = $this->y; |
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| 149 | while ($this->addMove(++$moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Right |
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| 150 | $moveX = $this->x; |
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| 151 | $moveY = $this->y; |
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| 152 | while ($this->addMove($moveX, ++$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up |
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| 153 | $moveX = $this->x; |
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| 154 | $moveY = $this->y; |
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| 155 | while ($this->addMove($moveX, --$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Down |
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| 156 | } elseif ($this->pieceID == self::BISHOP) { |
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| 157 | $moveX = $this->x; |
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| 158 | $moveY = $this->y; |
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| 159 | while ($this->addMove(--$moveX, --$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up-Left |
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| 160 | $moveX = $this->x; |
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| 161 | $moveY = $this->y; |
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| 162 | while ($this->addMove(++$moveX, --$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up-Right |
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| 163 | $moveX = $this->x; |
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| 164 | $moveY = $this->y; |
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| 165 | while ($this->addMove(--$moveX, ++$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Down-Left |
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| 166 | $moveX = $this->x; |
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| 167 | $moveY = $this->y; |
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| 168 | while ($this->addMove(++$moveX, ++$moveY, $board, $moves, $hasMoved, $attackingCheck) && $board[$moveY][$moveX] === null); //Up-Left |
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| 169 | } elseif ($this->pieceID == self::KNIGHT) { |
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| 170 | $moveX = $this->x - 1; |
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| 171 | $moveY = $this->y - 2; |
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| 172 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2up-left |
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| 173 | $moveX += 2; |
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| 174 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2up-right |
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| 175 | $moveY = $this->y + 2; |
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| 176 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2down-right |
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| 177 | $moveX -= 2; |
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| 178 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2down-left |
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| 179 | $moveX = $this->x - 2; |
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| 180 | $moveY = $this->y - 1; |
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| 181 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2left-up |
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| 182 | $moveY += 2; |
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| 183 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2left-down |
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| 184 | $moveX = $this->x + 2; |
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| 185 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2right-down |
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| 186 | $moveY -= 2; |
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| 187 | $this->addMove($moveX, $moveY, $board, $moves, $hasMoved, $attackingCheck); //2right-up |
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| 188 | } |
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| 189 | } |
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| 190 | |||
| 191 | return $moves; |
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| 192 | } |
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| 193 | |||
| 194 | /** |
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| 195 | * @param array<int, array<int, ?ChessPiece>> $board |
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| 196 | * @param array{int, int} $moves |
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| 197 | * @param array<mixed> $hasMoved |
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| 198 | */ |
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| 199 | private function addMove(int $toX, int $toY, array $board, array &$moves, array $hasMoved, bool $attackingCheck = true): bool { |
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| 200 | if (ChessGame::isValidCoord($toX, $toY, $board)) { |
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| 201 | if (($board[$toY][$toX] === null || $board[$toY][$toX]->colour != $this->colour)) { |
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| 202 | //We can only actually move to this position if it is safe to do so, however we can pass through it looking for a safe move so we still want to return true. |
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| 203 | if (($attackingCheck === true || $this->isSafeMove($board, $hasMoved, $toX, $toY))) { |
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| 204 | $moves[] = [$toX, $toY]; |
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| 205 | } |
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| 206 | return true; |
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| 207 | } |
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| 208 | } |
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| 209 | return false; |
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| 210 | } |
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| 211 | |||
| 212 | /** |
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| 213 | * @param array<int, array<int, ?ChessPiece>> $board |
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| 214 | * @return array<string, int> |
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| 215 | */ |
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| 216 | public function promote(int $pawnPromotionPieceID, array $board): array { |
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| 230 | } |
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| 231 | |||
| 232 | public function getPieceLetter(): string { |
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| 233 | return self::getLetterForPiece($this->pieceID, $this->colour); |
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| 234 | } |
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| 235 | |||
| 236 | public function getPieceSymbol(): string { |
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| 238 | } |
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| 239 | |||
| 240 | public static function getSymbolForPiece(int $pieceID, Colour $colour): string { |
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| 241 | return '&#' . (9811 + $pieceID + ($colour == Colour::White ? 0 : 6)) . ';'; |
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| 242 | } |
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| 243 | |||
| 244 | public static function getLetterForPiece(int $pieceID, Colour $colour): string { |
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| 258 | } |
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| 259 | |||
| 260 | /** |
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| 261 | * @return self::* |
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| 262 | */ |
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| 263 | public static function getPieceForLetter(string $letter): int { |
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| 272 | }; |
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| 273 | } |
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| 274 | |||
| 276 |