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#include "board.hpp"
#include "zobrist.hpp"
#include <cassert>
#include <string>

Piece createPiece(PieceType type, bool color, bool moved) {
  Piece piece;
  piece.type = type;
  piece.color = color;
  piece.moved = moved;
  return piece;
}

int PositionToIndex(Position i) { return i.rank * 8 + i.file; }

UndoMove MakeMove(Move move, Game *g) {
  UndoMove undo = {};

  undo.from = move.From;
  undo.to = move.To;

  undo.movedPiece = g->pieces[PositionToIndex(move.From)];
  undo.capturedPiece = g->pieces[PositionToIndex(move.To)];

  undo.oldTurn = g->turn;
  undo.oldCanEnpassant = g->canEnpassant;
  undo.oldEnPassant = g->enPassant;

  undo.oldHalfMoveClock = g->halfMoveClock;
  undo.oldMoveClock = g->MoveClock;

  undo.oldState = g->state;
  undo.oldCaslte = g->castle;

  // play move

  Piece piece = g->pieces[PositionToIndex(move.From)];
  Piece piece2 = g->pieces[PositionToIndex(move.To)];

  if (piece2.type != NONE) {
    if (piece2.color == g->turn) {
      assert(false && "capturing friendly piece error");
    }
  }
  piece.moved = true;

  // clock
  g->MoveClock++;
  if (piece.type == PAWN || piece2.type != NONE) {
    g->halfMoveClock = 0;
  } else {
    g->halfMoveClock++;
  }

  // Playing enpasstant
  if (piece.type == PAWN && g->canEnpassant && move.To == g->enPassant) {
    Position capturedPawn = move.To;
    capturedPawn.rank += piece.color ? 1 : -1;
    g->pieces[PositionToIndex(capturedPawn)] = {false, NONE, false};

    undo.wasEnPassantCapture = true;
    undo.enPassantCapturedSquare = capturedPawn;
    undo.enPassantCapturedPiece = g->pieces[PositionToIndex(capturedPawn)];
  }

  g->canEnpassant = false;

  // Adding enpassant
  if (piece.type == PAWN) {
    Position to = move.To;
    to.rank -= (piece.color ? -2 : 2);
    if (to == move.From) {
      g->canEnpassant = true;
      Position target = move.From;
      target.rank += piece.color ? -1 : 1;
      g->enPassant = target;
    };
  }

  // Promotions
  if (piece.type == PAWN && move.To.rank == (piece.color ? 0 : 7)) {
    // TODO parse the promote type from uci isntead of ignoreting it
    piece.type = move.promotion == NONE ? QUEEN : move.promotion;
  }

  // setting the moves
  g->pieces[PositionToIndex(move.To)] = piece;
  g->pieces[PositionToIndex(move.From)] = {false, NONE, false};

  // post move change

  // changing who turn it is
  g->turn = !g->turn;

  // 3 fold check
  uint64_t key = GenerateZobristKey(g);

  undo.zobristKey = key;

  g->ThreeFoldMap[key]++;

  if (g->ThreeFoldMap[key] >= 3) {
    g->state = DRAW;
  }

  if (g->halfMoveClock >= 50) {
    g->state = DRAW;
  }

  return undo;
};
void UnMakeMove(UndoMove undo, Game *g) {
  g->pieces[PositionToIndex(undo.from)] = undo.movedPiece;

  g->pieces[PositionToIndex(undo.to)] = undo.capturedPiece;

  if (undo.wasEnPassantCapture) {
    g->pieces[PositionToIndex(undo.enPassantCapturedSquare)] =
        undo.enPassantCapturedPiece;
  }

  g->turn = undo.oldTurn;

  g->canEnpassant = undo.oldCanEnpassant;
  g->enPassant = undo.oldEnPassant;

  g->halfMoveClock = undo.oldHalfMoveClock;
  g->MoveClock = undo.oldMoveClock;

  g->state = undo.oldState;

  g->castle = undo.oldCaslte;

  if (--g->ThreeFoldMap[undo.zobristKey] <= 0) {
    g->ThreeFoldMap.erase(undo.zobristKey);
  }
};