我正在使用位板编写一个国际象棋引擎,我想为位板初始化器制作一个可扩展的 API,这将允许我在未来添加更多变体,如 chess960。
所以我想出了下面的抽象超类,它为所有类型的初始化器提供了一个统一的接口:它分配用于存储位板的数组,然后调用必须由任何子类实现的抽象方法 init(),在里面应该创建位板并将其分配给相应的数组
public abstract class BitboardInitializer {
private static final int NUMBER_OF_PLAYERS = 2;
protected long[] pawnsPositions, knightsPositions, bishopsPositions,
rooksPositions, queenPositions, kingPositions;
protected BitboardInitializer() {
pawnsPositions = knightsPositions = bishopsPositions =
rooksPositions = queenPositions = kingPositions = new long[NUMBER_OF_PLAYERS];
init();
}
protected abstract void init();
public long getPawnsPositionsAs(int side) {
return pawnsPositions[side];
}
public long getKnightsPositionsAs(int side) {
return knightsPositions[side];
}
public long getBishopsPositionsAs(int side) {
return bishopsPositions[side];
}
public long getRooksPositionsAs(int side) {
return rooksPositions[side];
}
public long getQueenPositionsAs(int side) {
return queenPositions[side];
}
public long getKingPositionsAs(int side) {
return kingPositions[side];
}
}
An implementation to initialize standard chess bitboards, it simply assign the hard-coded bitboards values because standard chess starts always in one way. Side.White and Side.Black are two static final fields used as array indexes to avoid inconsistence. white = 0, black = 1:
public final class StandardChessInitializer extends BitboardInitializer {
public StandardChessInitializer() {
super();
}
protected void init() {
pawnsPositions[Side.WHITE] =
0b00000000_00000000_00000000_00000000_00000000_00000000_11111111_00000000L;
pawnsPositions[Side.BLACK] =
0b00000000_11111111_00000000_00000000_00000000_00000000_00000000_00000000L;
knightsPositions[Side.WHITE] =
0b00000000_00000000_00000000_00000000_00000000_00000000_00000000_01000010L;
knightsPositions[Side.BLACK] =
0b01000010_00000000_00000000_00000000_00000000_00000000_00000000_00000000L;
bishopsPositions[Side.WHITE] =
0b00000000_00000000_00000000_00000000_00000000_00000000_00000000_00100100L;
bishopsPositions[Side.BLACK] =
0b00100100_00000000_00000000_00000000_00000000_00000000_00000000_00000000L;
rooksPositions[Side.WHITE] =
0b00000000_00000000_00000000_00000000_00000000_00000000_00000000_10000001L;
rooksPositions[Side.BLACK] =
0b10000001_00000000_00000000_00000000_00000000_00000000_00000000_00000000L;
queenPositions[Side.WHITE] =
0b00000000_00000000_00000000_00000000_00000000_00000000_00000000_00010000L;
queenPositions[Side.BLACK] =
0b00010000_00000000_00000000_00000000_00000000_00000000_00000000_00000000L;
kingPositions[Side.WHITE] =
0b00000000_00000000_00000000_00000000_00000000_00000000_00000000_00001000L;
kingPositions[Side.BLACK] =
0b00001000_00000000_00000000_00000000_00000000_00000000_00000000_00000000L;
}
}
The problem is that by calling any superclass' getter method I get binary 1000 for white (index 0) and 100000000000000000000000000000000000000000000000000000000000 for black (index 1) instead of the assigned values
An explanation of this strange behaviour would be highly appreciated, thanks in advance.