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+#include "Board.hpp"
+#include <catch_amalgamated.hpp>
+
+using namespace chessarbiter;
+
+TEST_CASE("IsEmpty/AddPiece", "[board/IsEmpty/AddPiece]") {
+ Board b;
+ b.AddPiece('K', "a1");
+ b.AddPiece('K', "a8");
+ b.AddPiece('K', "c8");
+
+ CHECK_FALSE(b.IsEmpty("a1"));
+ CHECK_FALSE(b.IsEmpty("a8"));
+ CHECK_FALSE(b.IsEmpty("c8"));
+
+ CHECK(b.IsEmpty("a2"));
+ CHECK(b.IsEmpty("a3"));
+ CHECK(b.IsEmpty("a4"));
+}
+
+TEST_CASE("Clear", "[board/Clear]") {
+ Board b;
+ b.AddPiece('K', "a1");
+ b.AddPiece('A', "a8");
+ b.AddPiece('Q', "c8");
+
+ b.Clear();
+
+ CHECK(b.IsEmpty("a1"));
+ CHECK(b.IsEmpty("a8"));
+ CHECK(b.IsEmpty("c8"));
+}
+
+TEST_CASE("GetPieceAt", "[board/GetPieceAt]") {
+ Board b;
+ b.AddPiece('K', "a1");
+ b.AddPiece('A', "a8");
+ b.AddPiece('Q', "c8");
+
+ CHECK((b.GetPieceAt("a1")).piece == 'K');
+ CHECK((b.GetPieceAt("a8")).piece == 'A');
+ CHECK((b.GetPieceAt("c8")).piece == 'Q');
+
+ CHECK_THROWS_AS(b.GetPieceAt("a5"), chessarbiter::NoPieceFound);
+}
+
+TEST_CASE("CountPiece", "[board/CountPiece]") {
+ Board b;
+ b.AddPiece('K', "a1");
+ b.AddPiece('K', "a3");
+
+ CHECK(b.CountPiece('K') == 2);
+
+ b.AddPiece('k', "b1");
+ b.AddPiece('k', "b5");
+
+ CHECK(b.CountPiece('k') == 2);
+
+ b.AddPiece('b', "h8");
+ b.AddPiece('b', "h7");
+
+ CHECK(b.CountPiece('b') == 2);
+ CHECK(b.CountPiece('p') == 0);
+}
+
+TEST_CASE("GetKingLocation", "[board/GetKingLocation]") {
+ Board b;
+
+ b.AddPiece('k', "a1");
+ CHECK(b.GetKingLocation(true) == "a1");
+
+ b.AddPiece('K', "h1");
+ CHECK(b.GetKingLocation(false) == "h1");
+
+ b.Clear();
+ CHECK_THROWS_AS(b.GetKingLocation(true), NoPieceFound);
+}
+
+TEST_CASE("RemovePiece", "[board/RemovePiece]") {
+ Board b;
+
+ b.AddPiece('k', "a1");
+ b.AddPiece('p', "a2");
+
+ REQUIRE(!b.IsEmpty("a1"));
+ REQUIRE(!b.IsEmpty("a2"));
+
+ b.RemovePiece("a1");
+
+ REQUIRE(b.IsEmpty("a1"));
+ REQUIRE(!b.IsEmpty("a2"));
+}
+
+TEST_CASE("Move", "[board/Move]") {
+ Board b;
+
+ b.AddPiece('k', "a1");
+ b.AddPiece('p', "a2");
+
+ REQUIRE(!b.IsEmpty("a1"));
+ REQUIRE(!b.IsEmpty("a2"));
+
+ // Nothing should happend since no piece on a3 (not even a throw)
+ CHECK_NOTHROW(b.Move("a3c4"));
+ REQUIRE(!b.IsEmpty("a1"));
+ REQUIRE(!b.IsEmpty("a2"));
+
+ b.Move("a1a2");
+ REQUIRE(b.IsEmpty("a1"));
+ REQUIRE(!b.IsEmpty("a2"));
+
+ b.Move("a2h8");
+ REQUIRE(b.IsEmpty("a2"));
+ REQUIRE(!b.IsEmpty("h8"));
+}
+
+TEST_CASE("GetPlayerPieces", "[board/GetPlayerPieces]") {
+ Board b;
+ b.AddPiece('P', "a2");
+ b.AddPiece('B', "b2");
+ b.AddPiece('k', "c2");
+
+ std::vector<Piece> pieces = b.GetPlayerPieces(false);
+ REQUIRE(pieces.size() == 2);
+ REQUIRE(b.GetPlayerPieces(true).size() == 1);
+
+ bool found = false;
+ for (Piece &p : pieces) {
+ if (p.coord == "a2" && p.piece == 'P') {
+ found = true;
+ }
+ }
+ CHECK(found);
+ found = false;
+
+ for (Piece &p : pieces) {
+ if (p.coord == "b2" && p.piece == 'B') {
+ found = true;
+ }
+ }
+ CHECK(found);
+ found = false;
+}
+
+TEST_CASE("IsMovePossible", "[board/IsMovePossible]") {
+ Board b;
+ b.AddPiece('P', "a2");
+
+ // Pawn white
+ CHECK(b.IsMovePossible("a2a3"));
+ CHECK_FALSE(b.IsMovePossible("a2a1")); // Can't go backward
+ CHECK(b.IsMovePossible(
+ "a2b3")); // Not that Board is not in charge of pawn singularities
+ CHECK(b.IsMovePossible("a2a4"));
+ b.AddPiece('p', "a3");
+ CHECK_FALSE(b.IsMovePossible("a2a4")); // Now we can't
+ b.AddPiece('P', "b3");
+ CHECK_FALSE(b.IsMovePossible("a2b3")); // Now we can't
+ b.Clear();
+ b.AddPiece('P', "a2");
+ b.AddPiece('p', "b3"); // Opposite color!
+ CHECK(b.IsMovePossible("a2b3")); // Now we can
+
+ // Pawn black
+ b.Clear();
+ b.AddPiece('p', "a7");
+ CHECK(b.IsMovePossible("a7a6"));
+ CHECK_FALSE(b.IsMovePossible("a7a8")); // Can't go backward
+ CHECK(b.IsMovePossible(
+ "a7b6")); // Not that Board is not in charge of pawn singularities
+ CHECK(b.IsMovePossible("a7a5"));
+ b.AddPiece('p', "a6");
+ CHECK_FALSE(b.IsMovePossible("a7a5")); // Now we can't
+ b.AddPiece('p', "b6");
+ CHECK_FALSE(b.IsMovePossible("a7b6")); // Now we can't
+ b.Clear();
+ b.AddPiece('p', "a7");
+ b.AddPiece('P', "b6"); // Opposite color!
+ CHECK(b.IsMovePossible("a7b6")); // Now we can
+
+ // Bishop
+ b.Clear();
+ b.AddPiece('b', "d5");
+ CHECK(b.IsMovePossible("d5h1"));
+ CHECK(b.IsMovePossible("d5a8"));
+ CHECK(b.IsMovePossible("d5a2"));
+ CHECK(b.IsMovePossible("d5g8"));
+ b.AddPiece('q', "b7"); // We block the piece in every directions
+ b.AddPiece('q', "g2");
+ b.AddPiece('q', "b3");
+ b.AddPiece('q', "f7");
+ CHECK_FALSE(b.IsMovePossible("d5h1"));
+ CHECK_FALSE(b.IsMovePossible("d5a8"));
+ CHECK_FALSE(b.IsMovePossible("d5a2"));
+ CHECK_FALSE(b.IsMovePossible("d5g8"));
+ // No rook moves
+ CHECK_FALSE(b.IsMovePossible("d5a5"));
+ CHECK_FALSE(b.IsMovePossible("d5h5"));
+ CHECK_FALSE(b.IsMovePossible("d5d8"));
+ CHECK_FALSE(b.IsMovePossible("d5d1"));
+
+ // Rook
+ b.Clear();
+ b.AddPiece('r', "d5");
+ CHECK(b.IsMovePossible("d5a5"));
+ CHECK(b.IsMovePossible("d5h5"));
+ CHECK(b.IsMovePossible("d5d8"));
+ CHECK(b.IsMovePossible("d5d1"));
+ b.AddPiece('q', "b5"); // We block the piece in every directions
+ b.AddPiece('q', "g5");
+ b.AddPiece('q', "d7");
+ b.AddPiece('q', "d2");
+ CHECK_FALSE(b.IsMovePossible("d5a5"));
+ CHECK_FALSE(b.IsMovePossible("d5h5"));
+ CHECK_FALSE(b.IsMovePossible("d5d8"));
+ CHECK_FALSE(b.IsMovePossible("d5d1"));
+ // No bishop moves
+ CHECK_FALSE(b.IsMovePossible("d5h1"));
+ CHECK_FALSE(b.IsMovePossible("d5a8"));
+ CHECK_FALSE(b.IsMovePossible("d5a2"));
+ CHECK_FALSE(b.IsMovePossible("d5g8"));
+
+ // Queen like bishop
+ b.Clear();
+ b.AddPiece('q', "d5");
+ CHECK(b.IsMovePossible("d5h1"));
+ CHECK(b.IsMovePossible("d5a8"));
+ CHECK(b.IsMovePossible("d5a2"));
+ CHECK(b.IsMovePossible("d5g8"));
+ b.AddPiece('q', "b7"); // We block the piece in every directions
+ b.AddPiece('q', "g2");
+ b.AddPiece('q', "b3");
+ b.AddPiece('q', "f7");
+ CHECK_FALSE(b.IsMovePossible("d5h1"));
+ CHECK_FALSE(b.IsMovePossible("d5a8"));
+ CHECK_FALSE(b.IsMovePossible("d5a2"));
+ CHECK_FALSE(b.IsMovePossible("d5g8"));
+
+ // Queen like rook
+ b.Clear();
+ b.AddPiece('q', "d5");
+ CHECK(b.IsMovePossible("d5a5"));
+ CHECK(b.IsMovePossible("d5h5"));
+ CHECK(b.IsMovePossible("d5d8"));
+ CHECK(b.IsMovePossible("d5d1"));
+ b.AddPiece('q', "b5"); // We block the piece in every directions
+ b.AddPiece('q', "g5");
+ b.AddPiece('q', "d7");
+ b.AddPiece('q', "d2");
+ CHECK_FALSE(b.IsMovePossible("d5a5"));
+ CHECK_FALSE(b.IsMovePossible("d5h5"));
+ CHECK_FALSE(b.IsMovePossible("d5d8"));
+ CHECK_FALSE(b.IsMovePossible("d5d1"));
+
+ // Knight
+ b.Clear();
+ b.AddPiece('n', "d5");
+ CHECK(b.IsMovePossible("d5e7"));
+ CHECK(b.IsMovePossible("d5c7"));
+ CHECK(b.IsMovePossible("d5b6"));
+ CHECK(b.IsMovePossible("d5b4"));
+ CHECK(b.IsMovePossible("d5c3"));
+ CHECK(b.IsMovePossible("d5e3"));
+ CHECK(b.IsMovePossible("d5f4"));
+ CHECK(b.IsMovePossible("d5f6"));
+ // Not possible
+ CHECK_FALSE(b.IsMovePossible("d5d7"));
+ CHECK_FALSE(b.IsMovePossible("d5d3"));
+ CHECK_FALSE(b.IsMovePossible("d5b5"));
+ CHECK_FALSE(b.IsMovePossible("d5f5"));
+
+ // King
+ b.Clear();
+ b.AddPiece('k', "d5");
+ CHECK(b.IsMovePossible("d5d6"));
+ CHECK(b.IsMovePossible("d5c6"));
+ CHECK(b.IsMovePossible("d5e6"));
+ CHECK(b.IsMovePossible("d5c5"));
+ CHECK(b.IsMovePossible("d5e5"));
+ CHECK(b.IsMovePossible("d5d4"));
+ CHECK(b.IsMovePossible("d5c4"));
+ CHECK(b.IsMovePossible("d5e4"));
+
+ // Moving a piece at the same place is not possible
+ CHECK_FALSE(b.IsMovePossible("d5d5"));
+}
+
+TEST_CASE("ListPossibleMoves", "[board/ListPossibleMoves]") {
+ Board b;
+ b.AddPiece('K', "a1");
+ b.AddPiece('K', "a8");
+ b.AddPiece('K', "h1");
+ b.AddPiece('K', "h8");
+ b.AddPiece('k', "d5"); // Black piece
+
+ std::vector<std::string> moves = b.ListPossibleMoves(false);
+ REQUIRE(moves.size() == 12);
+ CHECK(std::find(moves.begin(), moves.end(), "a1a2") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a1b2") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a1b1") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a8a7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a8b8") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a8b7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h8g7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h8g8") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h8h7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h1h2") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h1g1") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h1g2") != moves.end());
+
+ b.Clear();
+ b.AddPiece('k', "a1");
+ b.AddPiece('k', "a8");
+ b.AddPiece('k', "h1");
+ b.AddPiece('k', "h8");
+ b.AddPiece('K', "d5"); // White piece
+
+ moves = b.ListPossibleMoves(true);
+ REQUIRE(moves.size() == 12);
+ CHECK(std::find(moves.begin(), moves.end(), "a1a2") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a1b2") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a1b1") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a8a7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a8b8") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "a8b7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h8g7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h8g8") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h8h7") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h1h2") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h1g1") != moves.end());
+ CHECK(std::find(moves.begin(), moves.end(), "h1g2") != moves.end());
+}
+
+TEST_CASE("Serialize", "[board/Serialize]") {
+ Board b;
+ b.AddPiece('p', "a8");
+ CHECK(b.Serialize() == "p "
+ " "
+ " "
+ " "
+ " "
+ " "
+ " "
+ " ");
+ b.AddPiece('P', "a1");
+ CHECK(b.Serialize() == "p "
+ " "
+ " "
+ " "
+ " "
+ " "
+ " "
+ "P ");
+ b.AddPiece('k', "d5");
+ CHECK(b.Serialize() == "p "
+ " "
+ " "
+ " k "
+ " "
+ " "
+ " "
+ "P ");
+ b.AddPiece('Q', "d7");
+ CHECK(b.Serialize() == "p "
+ " Q "
+ " "
+ " k "
+ " "
+ " "
+ " "
+ "P ");
+ b.AddPiece('p', "h2");
+ CHECK(b.Serialize() == "p "
+ " Q "
+ " "
+ " k "
+ " "
+ " "
+ " p"
+ "P ");
+ b.AddPiece('k', "h8");
+ CHECK(b.Serialize() == "p k"
+ " Q "
+ " "
+ " k "
+ " "
+ " "
+ " p"
+ "P ");
+ b.AddPiece('N', "b2");
+ CHECK(b.Serialize() == "p k"
+ " Q "
+ " "
+ " k "
+ " "
+ " "
+ " N p"
+ "P ");
+ b.AddPiece('n', "c2");
+ CHECK(b.Serialize() == "p k"
+ " Q "
+ " "
+ " k "
+ " "
+ " "
+ " Nn p"
+ "P ");
+ b.AddPiece('b', "c3");
+ CHECK(b.Serialize() == "p k"
+ " Q "
+ " "
+ " k "
+ " "
+ " b "
+ " Nn p"
+ "P ");
+}
+